词条 | Wolfenstein: Ray Traced |
释义 |
Wolfenstein: Ray Traced is a research project from Intel Corporation that applied a ray tracing renderer to the game content of Wolfenstein (2009). The possibility of using ray tracing for this game in real-time has been demonstrated with a cloud-based rendering approach. After Quake 3: Ray Traced, Quake 4: Ray Traced and Ray Traced this is the fourth large project that embeds this real-time ray tracing in a modern game to research alternative rendering algorithms. Since 3D graphics hardware accelerators have become popular in regular desktop computers, the rendering algorithm of commercial computer games has been limited to rasterisation technology, which has certain advantages, but also limitations. Hardware setupThe project has been demonstrated at the Fall Intel Developer Forum 2010 using a cloud-based gaming approach.[1] A ray traced image is calculated on four machines, each containing a prototype of Intel's Knights Ferry card.[2] That image is sent to a thin-client (small laptop) over Gigabit Ethernet. The client sends updates of the game states to the servers. Improvements through using ray tracing
Challenges using ray tracingPerformanceThere cannot be an apple-to-apple performance comparison between the original and the ray traced version due to the additional special effects, but in general the frame rates on the original, rasterized version are higher; usually over 100 frames per second on high-end graphics cards of 2010.[6] The reported performance numbers in a resolution of 1280 x 720 of the ray traced version in the cloud-based setup are 40–80 frame/s[7] (depending on the scene) for a small laptop that displayed the game in a public demonstration. ParticlesMany games are displaying effects like smoke and fire over particles. Those particles consist of a quad (two triangles) with a partially transparent texture. Usually those quads are aligned with the camera during rendering. By layering many of these quads, the illusion of a volumentric effect is achieved. Obtaining the same effect by ray tracing requires the ray to proceed from the first hit on the quad through several more layering quads. Therefore, such an effect can be very performance-intensive to calculate. References1. ^{{cite web |url=http://techreport.com/discussions.x/19631|title=TechReport article: Intel shows Wolfenstein ray-traced in the cloud}} 2. ^{{cite web |url=http://www.intel.com/pressroom/archive/releases/20100531comp.htm|title=Press release on Knights Ferry from Intel}} 3. ^{{cite web |url=http://blogs.intel.com/research/2010/09/wolfenstein_gets_ray_traced_-.php|title=Research@Intel Blog: Wolfenstein gets ray traced - on your laptop!}} 4. ^{{cite web |url=http://www.pcper.com/article.php?aid=506&type=expert&pid=3|title=Ray Tracing and Gaming - One Year Later}} 5. ^{{cite web |url=http://blogs.intel.com/research/2010/09/wolfenstein_gets_ray_traced_-.php|title=Research@Intel Blog: Wolfenstein gets ray traced - on your laptop!}} 6. ^{{cite web |url=http://www.techspot.com/review/263-nvidia-geforce-gtx-480/page12.html|title=Benchmarks Wolfenstein (2009) on modern graphics hardware}} 7. ^{{cite web |url=https://www.youtube.com/watch?v=XVZDH15TRro|title=Video interview about Wolfenstein: Ray Traced}} External links
4 : 3D graphics software|Intel graphics|Ray tracing (graphics)|Wolfenstein |
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