{"id":6688,"date":"2011-12-24T20:42:02","date_gmt":"2011-12-24T18:42:02","guid":{"rendered":"http:\/\/hgpu.org\/?p=6688"},"modified":"2011-12-24T20:42:02","modified_gmt":"2011-12-24T18:42:02","slug":"efficient-use-of-in-game-ray-tracing-techniques","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=6688","title":{"rendered":"Efficient Use of In-Game Ray-Tracing Techniques"},"content":{"rendered":"<p>Ray-tracing is a computational demanding image generation technique capable of create photo-realistic images. Due to its high demand of computational power, ray-tracing is not used for realtime applications, however, with the massive parallel capabilities of current Graphics Processing Units, and the fact that ray tracing is a suitable application for parallel processing, the use of GPU based Real-Time Ray-Tracing started to be seriously considered. This work investigates a GPU only approach for rendering images, where both raster and ray-tracing strategies are used in a hybrid approach, in order to improve visual quality while maintaining an interactive or near real-time performance.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ray-tracing is a computational demanding image generation technique capable of create photo-realistic images. Due to its high demand of computational power, ray-tracing is not used for realtime applications, however, with the massive parallel capabilities of current Graphics Processing Units, and the fact that ray tracing is a suitable application for parallel processing, the use of [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,89,3],"tags":[1797,1782,14,539,187,333,20,411,182,181,144],"class_list":["post-6688","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-nvidia-cuda","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-cuda","tag-games","tag-glsl","tag-image-generation","tag-nvidia","tag-nvidia-geforce-9800-gtx","tag-opengl","tag-raytracing","tag-rendering"],"views":2449,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/6688","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=6688"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/6688\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=6688"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=6688"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=6688"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}