Achieving visual realism through calculating how light creates shadows and reflections and how it bounces off objects.
While there are clearly ways around these potential
problems with ray tracing in games, one major barrier is the power of
today's hardware.
'A frame rate of 60fps using ray tracing may
take several years to accomplish,' admits Mistry. 'It isn't something
we'd discard, but it may take a while to get there.'
Maddocks
uses ray tracing as another instance of why you can't open a whole 3D
scene on a workstation, particularly when there are lots of characters
and objects in a scene. He provides the example of a battle scene,
where there are hundreds of soldiers, and each of them has weapons that
reflect both armies. 'For this kind of scene,' Maddocks explains, 'you
make an environment map (where the environment's reflection is mapped
as a texture, rather than a calculated reflection) that contains some
soldiers, so you can reflect this instead of ray tracing the armies.'
'Everyone
loves ray tracing but it's overly demanding,' says Maddocks. 'Every
time you're reflecting an object with ray tracing you have to prepare
the entire environment. Rays are like cameras - they have to be
pointing at something meaningful, even if they're bouncing off a phone
booth. This is why we cheat. No one knows what the other side of the
reflection is like in the real world; they just care that it looks good
in the film.'
In fact, the processing power needed for ray
tracing is so great that even a specialist CG firm such as Cinesite
won't ray trace everything in a scene. 'In a scene that's very
complicated,' explains Maddocks, 'we ray trace some individual parts,
but not everything, as there's no gain. Some of the shading models are
so simple that they don't demand the kind of accuracy that ray tracing
provides.'
This hasn't deterred Intel from trying its hand at
real-time ray tracing in games, though. The company hired German ray
tracing whiz kid Daniel Pohl last year, who had previously ray traced
Quake III and 4 as a personal project. At IDF in November 2007, the
year in which Intel first announced its Larrabee graphics chip, which
will comprise multiple processing cores probably based on the X86
architecture, Daniel Pohl demonstrated some amazing graphics using
real-time ray tracing. At the time, he needed several Xeon rigs linked
by 1Gb/sec network cables to run it, but Jim Hurley, the senior
principal engineer at Intel's microcomputer graphics laboratory, told
us at IDF that we could expect to see games using ray tracing in two to
five years.
Bearing in mind the sheer level of processing power
needed to ray trace in films, it's fair to say that the first
generation of ray traced games won't be of the same quality as current
films. Ray tracing's role in game graphics is a matter of some debate.
Nvidia
in particular had expressed strong words for Intel's aggressive push
towards ray tracing. While the firm concedes that ray tracing will have
a part to play in the future, its representatives prefer to describe it
as 'one more tool in the toolbox', rather than a replacement for
current techniques of rasterising 3D scenes.
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