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unless you're sitting in complete darkness i'd like for you to do me a
favor take a look around the room you're in and notice a spot on the wall
then draw a line out of your eyes towards that spot and then follow it on
the angle that it would take towards the light source in your room
congratulations you've just done the same thing that
happens in ray tracing a graphics rendering technique that's been in the
tech news quite a bit lately on the heels of the launch of NVIDIA's touring
family of gpus which tout real time ray tracing as a way to get better looking
games but what exactly is ray tracing well to understand ray tracing it helps
to know why it's considered a step up from the traditional method by which
games draw or render scenes onto your screen
most games today use a technique called rasterization
where the game code will direct your GPU to draw a 3d scene with polygons
these two-dimensional shapes usually triangles make up most of the visual
elements that you see after the scene is drawn it gets
translated or rasterized into individual
pixels which are then processed by a shader which affects colors textures and
lighting effects on a per pixel basis to give you a fully rendered frame then you
do this 30 or 60 times per second depending who you ask and you've got
yourself a fully responsive video game to enjoy
but while rasterization has served us well for a long time trying to
approximate an image by translating 3d shapes onto a 2d screen and then using
shaders to estimate what the lighting should be has inherent limitations
because this method of rendering has a hard time tracking exactly how light
should travel and bounce within a certain scene
ray tracing does a much better job of this and you've actually probably been
enjoying it without knowing it for years if you've gone to any recent movie that
features cgi effects what made this possible in movies though
is that big budget productions have the luxury of lots of money to render those
effects on large server farms a process
that can take months and uses much more computationally intensive techniques
with many bounces for each photons and a
huge number of light rays coming from each source just check out this still
life created with a ray tracing program you would be forgiven for thinking that
it is a real photograph at first glance okay so ray tracing is amazing right
let's use it for everything well not quite the downside of ray
tracing is the computational cost and
the average 20 something gaming at home doesn't have millions of dollars or a
rendering server and on top of that games have to be rendered at at least 25
or so frames per second not one frame per day as has been the case in some
pixar films so instead of tracking
however many trillions of rays that come from each light source consumer grade
ray tracing lessens the computational load by instead tracing a path from a
virtual camera that represents the user's eyes through a single pixel then
to whatever object is behind that pixel and finally back to the inseam light
source for added realism if whatever that ray
bounced off of absorbs or diffuses the light like a rough rock or a tree trunk
the ray tracing algorithm can take these additional rays of light into account as
well so that any refraction effects or shadows are displayed accurately
and because lighting is such an important aspect of achieving a
convincing 3d render once this process is completed for each pixel your GPU can
throw out some insanely detailed images like any new GPU feature though it'll
come down to industry support now on the hardware side given AMD's professional
grade ray tracing solutions we'll probably see both teams add support in
the future as for the game developers
well there's no guarantee so all we can really do is hope that you won't end up
paying a premium for some feature that you'll never actually use
like that time that you were planning to get ripped on your new wii fit
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