How Quake Wars Met the Ray Tracer
An anonymous reader writes "Intel released the article 'Quake Wars Gets Ray Traced' (PDF) which details the development efforts of the research team that applied a real-time ray tracer to Enemy Territory: Quake Wars. It describes the benefits and challenges of transparency textures with this rendering technology. Further insight is given into what special effects
are most costly. Examples of glass and a 3D water implementation are shown. The outlook hints into the area of freely programmable many-core processors, like Intel's upcoming Larrabee, that might be able to handle such a workload." We mentioned the ray-traced Quake Wars last in June; the PDF here delves into the implementation details, rather than just showing a demo, and explains what parts of the game give the most difficulty in going from rasterization to ray-tracing.
I was using a raytracer.
So when can I buy the CPU/Vid card that can do raytracing, heat my house, cook food off and pipe extra heat out for a steamhouse?
Be you Admins? nay, we are but lusers!
For this project, we started rewriting the renderer from ground zero. Because of this, the very first images from the renderer were not of typical ray- tracing caliber, but displayed only the basic parts of the geometry, without any shaders or textures
...to mean that they rolled their own.
http://michaelsmith.id.au
Yet another ray tracing article and yet again all the same problems as before. Doing yesterday games in ray tracing is all nifty, but also kind of pointless. For one we already played them, but more importantly, it doesn't actually use the strength of ray tracing. Rendering a tree build out of texture quads is a nice accomplishment, but wasn't the whole point of ray tracing that one can have a million polygons and no longer need such hacks? So show me a realistic tree instead of trying to replicate the limitations of rasterization.
I am still waiting for a game/demo that actually is build from the ground up with ray tracing in mind and by that I mean one that actually looks good, just a few shiny spheres might have been impressive back on the Amiga some 20 years ago, not any more.
both screens were raytraced, they just showed off two ways of simulating the water.
demanding some serious suspension of disbelief on your behalf.
What? Not well-established? Raytracing is probably one of the most established graphics technologies. Specifically, it's been coming to games for years; only a matter of time. In fact, I don't really know why they're making such a big deal out of it here, since I'm pretty sure I read that the original quake (or was it doom?) traced a ray or two for some mapping reason, back when the source code was released.
Raytracing has mostly been replaced with other, faster technologies these days, which produce similar results, so it's not the panacea it seemed back when you had 5-bit hand-drawn stuff OR raytracing.
None of which is to belittle the work done on this game, because it does look nice, and improves on the graphics of the games before. But so do most games. Wake me up when town characters have emotions based on that guy you killed last week who rebuilt the clock tower because you suggested it back when you weren't so torn up about your wife dying.
Wolfenstein did "ray casting" - not the same thing.
No sig today...
Our raytracing engine is the finest available! For all your sphere-on-chessboard game needs! If your game is going to involve spheres, chessboards, reflective spheres, or possibly spheres floating on water - raytracing is the way to go!