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Ray Tracing - Part 1 - Graphics and GPU Programming

    https://www.gamedev.net/tutorials/programming/graphics/ray-tracing-part-1-r3556/
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Ray Tracing in Game Development - DEV Community

    https://dev.to/fkkarakurt/ray-tracing-in-game-development-2c4o
    One of the most well-known uses of ray tracing–based algorithms is in animated movies such as Teenage Mutant Ninja Turtles Ray tracing is based on the idea that you can perform ray intersection tests on all objects within a scene to generate an image. Every time a ray hits an object the point of intersection is determined.

GameDev Pensieve - Ray tracing

    https://www.gamedevpensieve.com/graphics/3d/3d_ray-tracing
    GTC 2020: RTXGI: Scalable Ray Traced Global Illumination in Real Time - 2020. Casual Shadertoy Path Tracing 1 to 3 - 2020. SIGGRAPH Spotlight: Episode 35 – Real-Time, Ray Tracing, and Realism - 2020. Enable Ray Tracing: Two-Level Acceleration Structure - 2020.

Ray Tracing - Graphics and GPU Programming - GameDev.net

    https://www.gamedev.net/forums/topic/706429-ray-tracing/
    While it uses ray casting to detect collisions and it'll eventually be used to collect light at collision points from the light source, and bounces, it's more of a point renderer. The collision points are rounded to a certain precision so not too many get spawned from collisions.

Ray Tracing - Graphics and GPU Programming - GameDev.net

    https://www.gamedev.net/forums/topic/11946-ray-tracing/
    Raytracing is a super high quality rendering method which produces photo realistic results but takes enormous amounts of computing power, not something you would want to use in a game. Raycasting on the other hand is the method used in doom/Wolf 3d and is somewhat akin to raytracing in basic ideas but much different in representation.

ray-tracing - Graphics and GPU Programming - GameDev.net

    https://www.gamedev.net/forums/topic/70229-ray-tracing/
    You can get a nice fast raytracer even on a "low-end" machine, but if you want to use it for games that is going to take a heftier system. Maximus 124 December 10, 2001 06:25 AM Raytracing is incredibly slow. Your framerate would be in seconds (or minutes, depending on scene complexity) per frame instead of frames per second.

Voxel Ray Tracing - Graphics and GPU Programming - GameDev.net

    https://www.gamedev.net/forums/topic/670559-voxel-ray-tracing/
    1) Voxelnauts uses CUDA to perform raytracing on the GPU, this is essentially required to get interactive frame rates 2) Ray tracing is by looping through each pixel on the screen casting a ray against an octree to find the voxel and resultant color of that pixel. 3) This is a very complicated way of rendering 3d graphics

2D ray tracing : gamedev - reddit

    https://www.reddit.com/r/gamedev/comments/h9dpwr/2d_ray_tracing/
    This new ray traced lighting requires a much more hefty gpu, integrated gpus are really struggling with it. Ideally, I would like to maintain the lowest possible requirements for the game and I really don't like to have to increase the requirements ONLY for the lighting. Does anyone have any experience of writing/optimizing ray tracing for 2D?

RayTracing is it really the feature? : gamedev

    https://www.reddit.com/r/gamedev/comments/991bnb/raytracing_is_it_really_the_feature/
    a lot of people seem to miss the point of ray tracing, it's not just "better shadows", ray tracing naturally gives you reflection and refraction, doesn't have any performance penalty to moving/modifying geometry, can be run in parallel on as many cores as you can throw at it, and makes a lot of tough effects and hard to get "right" things like …

r/gamedev - Using ray-tracing to "dynamically pre-bake" …

    https://www.reddit.com/r/gamedev/comments/tv9pra/using_raytracing_to_dynamically_prebake_lighting/
    Basically, the idea is to use ray tracing to light a scene and bake that into textures before the character enters the area. So all static objects in the scene will have the baked ray-traced lighting. This lighting will not be set by artists, it will be dynamically computed.

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