[MUD-Dev2] [DESIGN] Ray traced environments
Jeffrey Kesselman
jeffpk at gmail.com
Mon Apr 2 12:00:44 CEST 2007
On 3/29/07, Acius <adamhelps at gmail.com> wrote:
I watched a presentation on the making of Ice Age at SIGGraph, and
> the presenter mentioned that they, uniquely, had decided to use ray
> tracing instead of scanline rendering, mostly because it was what they
> knew how to do; a good chunk of his presentation was showing how to get
> ray tracing performance on par with scanline performance.
Sounds like an interesting talk. I assume at least part of the trade
off was serious memory consumption. Most the traditional solutions I
know of (eg ARTS), involve
effectively building a secondary voxalized model of your render space and doing
voxel-walking along the line of the ray to discover candidates to
ray-trace against.
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