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15 Years Later: A Historic Look Back at “Quake 3: Ray Traced”

机译:15年后:历史回顾:《雷神之锤3:射线追踪》

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Real-time ray tracing has been a goal and a challenge in the graphics field for many decades. With recent advances in the hardware and software domains, this is becoming a reality today. In this work, we describe how we got to this point by taking a look back at one of the first fully ray traced games: “Quake 3: Ray Traced”. We provide insight into the development steps of the project with unreleased internal details and images. From a historical perspective, we look at the challenges pioneering in this area in the year 2004 and highlight the learnings in implementing the system, many of which are relevant today. We start by going from a blank screen to the full ray traced gaming experience with dynamic animations, lighting, rendered special effects and a simplistic implementation of the gameplay with basic AI enemies. We describe the challenges encountered with aliasing and the methods used to alleviate it. Lastly, we describe for the first time the unofficial continuation of the project, code named “Quake 3: Team Arena Ray Traced”, and provide an overview of the changes over the past 15 years that made it possible to generate fully ray-traced interactive gaming experiences with mass market hardware and an open software stack.
机译:数十年来,实时光线追踪一直是图形领域的目标和挑战。随着硬件和软件领域的最新发展,今天这已成为现实。在这项工作中,我们通过回顾最早的完全光线追踪游戏之一:“雷神之锤3:光线追踪”,来描述到这一点。我们使用未发布的内部细节和图像提供对项目开发步骤的洞察力。从历史的角度来看,我们着眼于2004年这一领域的先驱挑战,并着重介绍了实施该系统的经验教训,其中许多经验与今天息息相关。我们从黑屏到完整的光线追踪游戏体验开始,其中包括动态动画,灯光,渲染特效以及对基本AI敌人的简单玩法实现。我们描述了混叠所面临的挑战以及缓解混叠的方法。最后,我们首次描述了该项目的非官方延续,代号为“ Quake 3:Team Arena Ray Traced”,并概述了过去15年的变化,这些变化使生成完全光线跟踪的交互成为可能。具有大众市场硬件和开放软件堆栈的游戏体验。

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