Ray-tracing is a technique that simulates realistic lighting effects in computer graphics. It can create stunning visuals such as reflections, shadows, refractions and ambient occlusion that make games more immersive and lifelike. In this thread, we will explore what ray-tracing is, how it works, its advantages and disadvantages, the requirements to use it and some examples of games that support it.
Ray-tracing is based on the idea of tracing the path of light rays as they bounce off different surfaces in a scene. By calculating how the light interacts with the materials and objects in the scene, ray-tracing can produce realistic effects that are difficult or impossible to achieve with traditional rasterization techniques.
Rasterization is the process of converting 3D models into 2D images on the screen. It uses pre-computed information such as textures, normal maps and light maps to approximate how the scene should look like. However, rasterization has limitations when it comes to dynamic lighting, shadows and reflections, as it cannot account for all the possible interactions between light and objects in real time.
Ray-tracing, on the other hand, does not rely on pre-computed information, but rather simulates the behavior of light in real time. It can handle complex scenarios such as multiple light sources, transparent objects, curved surfaces and indirect illumination. Ray-tracing can also create accurate shadows and reflections that match the shape and color of the objects in the scene
Ray-tracing works by casting rays from the camera (or eye) into the scene and tracing their paths until they hit an object or leave the scene. For each ray that hits an object, the color and brightness of the pixel on the screen are determined by applying a shading model that takes into account the material properties of the object, the angle of incidence of the ray and the direction and intensity of the light source.
However, one ray per pixel is not enough to capture all the details of the scene. To create more realistic effects, Ray-tracing uses additional rays that are spawned from the intersection point of the primary ray and the object. These rays are called secondary rays and they can be divided into two types: reflection rays and shadow rays.
Reflection rays are used to simulate reflections on shiny or metallic surfaces. They are cast in the direction of the mirror reflection of the primary ray. If a reflection ray hits another object, it can spawn another reflection ray or a shadow ray, creating a chain of reflections that can capture multiple levels of detail.
Shadow rays are used to simulate shadows cast by objects that block the light source. They are cast in the direction of the light source from the intersection point of the primary ray and the object. If a shadow ray hits another object before reaching the light source, it means that the pixel is in shadow and should be darker than if it was fully illuminated.
Ray-tracing can also use other types of secondary rays such as refraction rays (to simulate light passing through transparent or translucent objects), diffuse rays (to simulate light scattering on rough or matte surfaces) and ambient occlusion rays (to simulate soft shadows caused by occlusion of ambient light).
Ray-tracing has several advantages over rasterization when it comes to creating realistic graphics for games.
Some of them are:
Ray-tracing also has some disadvantages compared to rasterization when it comes to creating graphics for games.
Some of them are:
To use ray-tracing for games, you need a compatible hardware and software setup that can support this technique.
Some of these requirements are:
There are several games that have been released or announced that support ray-tracing features for their graphics.
Some of them are:
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