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#1 |
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Junior Member
Join Date: May 2006
Posts: 97
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HI, the question might be vague
Just generally, if we completely ignore the cost, is it true that ray tracing approach is superior than the raster approach ? Or is there anything ray tracing is not good at ? |
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#2 |
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Senior Member
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Superior by what metric?
What it's not good at is dynamic scenes where triangles change positions. Simple non-skinned models (a'la quake3-HL1 era) are doable with hierarchies, anything more complex will be a huge hassle. |
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#3 |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,259
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The two have been compared and discussed before.
The following thread is the most recent example I've seen: http://forum.beyond3d.com/showthread.php?t=61632 If cost is thrown out the window and we can provide an unbounded amount of performance and resources, the approaches aren't so different.
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Dreaming of a .065 micron etch-a-sketch. |
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#4 |
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Senior Member
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If costs are out I'd just let a gazillion photons loose in the scene and simulate actual light instead of faking it with ray tracing
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#5 |
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Member
Join Date: Jan 2010
Posts: 378
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#6 |
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Senior Member
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tl;read abstract
Nice theoretical paper. But why would anyone care for primary ray only ray-tracing? |
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#7 |
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Member
Join Date: Dec 2009
Posts: 172
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You may be interested in reading this thread too: http://igad2.nhtv.nl/ompf2/viewtopic.php?f=3&t=87#p392
P.S. Ompf is a small forum hosting discussion mostly focused on ray-tracing. |
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#8 |
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Member
Join Date: Oct 2004
Posts: 719
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Also Ray Tracey's blog is quite nice place to see all sorts of cpu/gpu realtime raytracers.
http://raytracey.blogspot.com/ Brigade seems to have flooded first couple of pages, but there is all kinds of tracers in older pages. Last edited by jlippo; 23-Mar-2012 at 12:18. |
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#9 | |
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Member
Join Date: Mar 2010
Posts: 133
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Quote:
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#10 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,663
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I was hoping Ray Tracey would be his real name
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#11 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,396
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Why stop there? Some years ago (more 15 I suspect) there was a paper that did rendering by propogating wavefronts!!!!!
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#12 |
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Regular
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Raytracing has the same problem it has always had, it is not good at being fast for primary rays and (approximate) shadow rendering for scenes without lots of subpixel polygons... and that's still pretty much what we are doing in real time as far as visibility goes. Once we go down the path of subpixel geometry and non precomputed GI the time will have come for raytracing.
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Cinematic is the new streamlined. Last edited by MfA; 23-Mar-2012 at 17:39. |
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#13 |
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Senior Member
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And the king of subpixel geometry uses.... stichastix rasterization.
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#14 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,308
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Quote:
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[twitter] More samples, we need more samples! [Dean Calver] First they ignore you, then they laugh at you, then they fight you, then you win. [Mahatma Gandhi] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#15 |
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Senior Member
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There has been a lot of work on micro triangle rendering in recent times. None of it ray tracing related.
Reyes has been doing stochastic rasterization with sub pixel triangles for 25 years now. |
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