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Regarding your last point .. I thought the point of ray tracing is that you get a lot more realistic images than with OpenGL (at least code that is not signifi
by tostitos1979 10y ago
Regarding your last point .. I thought the point of ray tracing is that you get a lot more realistic images than with OpenGL (at least code that is not significantly optimized). If you want 60fps VR, that's 16ms of latency for everything including rendering. In fact, if the user moves their head, there might even be a tighter deadline (I don't know what the number is but I think this is called motion-to-photon latency).
- phkahler 10y ago>> Regarding your last point .. I thought the point of ray tracing is that you get a lot more realistic images than with OpenGL That's correct - you CAN get more realistic images. I guess what I was trying to say is that the better (photo realistic) rendering quality is not real-time yet on high resolution displays, but simple rendering using ray tracing techniques can be near real time. But if all you want is simple rendering with phong shading you're probably not going to bother with ray tracing.
- elihu 10y ago> Regarding your last point .. I thought the point of ray tracing is that you get a lot more realistic images than with OpenGL With basic (i.e. Whitted) ray tracing, you get shadows, reflection, and refraction. You can do that in OpenGL too, but it's more work and you have to do go through some unnatural contortions and/or use approximations that might look convincing but aren't physically accurate. Soft shadows, focal blur, and motion blur can be supported by tracing more rays per pixel. The big leap in realism (the kind where you would say ray tracing is definitely better than what you would see in a modern game) comes when you add global illumination, which is computationally a lot harder than basic ray tracing because it requires a large number of rays per pixel. It works by random sampling, so you can generate a blurry, grainy image fairly quickly, but noise-free images take a lot longer.