Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Potential of GPU Based Hybrid Ray Tracing For Real-Time Games
Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
2009 (English)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

The development of Graphics Hardware Technology is blazing fast, with new and more improved models, that out spec the previous generations with leaps and bounds, before one has the time to digest the potential of the previous generations computing power. With the progression of this technology the computer games industry has always been quick to adapt this new power and all the features that emerge as the graphic card industry learn what the customers need from their products. The current generations of games use extraordinary visual effects to heighten the immersion into the games, all of which is thanks to the constant progress of the graphics hardware, which would have been an impossibility just a couple of years ago. Ray tracing has been used for years in the movie industry for creation of stunning special effects and whole movies completely made in 3D. This technique for giving realistic imagery has always been for usage exclusively for non-interactive entertainment, since this way of rendering an image is extremely expensive when it comes to computations. To generate one single image with Ray Tracing you might need several hundred millions of calculations, which so far haven’t been proven to work in real-time situations, such as for games. However, due to the continuous increase of processing power in Graphical Processing Units, GPUs, the limits of what can, and cannot, be done in real-time is constantly shifting further and further into the realm of possibility. So this thesis focuses upon finding out just how close we are to getting ray tracing into the realm of real-time games. Two tests were performed to find out the potential a current (2009) high-end computer system has when it comes to handling a raster - ray tracing hybrid implementation. The first test is to see how well a modern GPU handles rendering of a very simple scene with phong shading and ray traced shadows without any optimizations. And the second test is with the same scenario, but this time done with a basic optimization; this last test is to illustrate the impact that possible optimizations have on ray tracers. These tests were later compared to Intel’s results with ray tracing Enemy Territory: Quake Wars.

Place, publisher, year, edition, pages
2009. , p. 29
Keywords [en]
Hybrid, Ray Tracing, Raster, DirectX, Direct3D, rendering, real-time
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-3488Local ID: oai:bth.se:arkivexB27DA4D4733A0234C12575C90044F834OAI: oai:DiVA.org:bth-3488DiVA, id: diva2:830796
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2009-06-02 Last updated: 2018-01-11Bibliographically approved

Open Access in DiVA

fulltext(1592 kB)145 downloads
File information
File name FULLTEXT01.pdfFile size 1592 kBChecksum SHA-512
37ca2594af5c803c80778ea847292d318244207bd1c44e57118e5c1a283bc7c93675e907217715270a9a8e23c4c275d860eda93567f41c5e60201ee5f9a71461
Type fulltextMimetype application/pdf

By organisation
Department of Interaction and System Design
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 145 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 174 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf