Ray Tracing To Debut in DirectX 11
crazyeyes writes "This is breaking news. Microsoft has not only decided to support ray tracing in DirectX 11, but they will also be basing it on Intel's x86 ray-tracing technology and get this ... it will be out by the end of the year!
In this article, we will examine what ray tracing is all about and why it would be superior to the current raster-based technology. As for performance, well, let Intel dazzle you with some numbers. Here's a quote from the article: 'You need not worry about your old raster-based DirectX 10 or older games or graphics cards. DirectX 11 will continue to support rasterization. It just includes support for ray-tracing as well. There will be two DirectX 11 modes, based on support by the application and the hardware.'"
http://www.pcper.com/article.php?aid=530/
His view on ray tracing is pretty much summed up by:
There is now only OpenRT which have Open only fro similarity with OpenGL (it is fully proprietary implementation, but has API similar to that of OpenGL).
Extreme Programming - Redundant Array of Inexpensive Developers
a) OpenGL is an immediate-mode API - it doesn't store a "scene" it just processes a single polygon at a time.
b) You can't raytrace something unless you have access to the whole scene.
QED.
No sig today...
Anyone who has knows a bit about computer graphics will suspect this is a joke from the heading itself, and then when you look at the ray-traced image comparison all doubt is removed (especially because it seems to use global illumination). I was just upset they didn't spend more time on it. The joke could've been much better, showing realistic-looking specs, small rendering times etc.
The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.