首页> 外文期刊>Computers & Graphics >Fast ray tracing and the potential effects on graphics and gaming courses
【24h】

Fast ray tracing and the potential effects on graphics and gaming courses

机译:快速光线追踪以及对图形和游戏课程的潜在影响

获取原文
获取原文并翻译 | 示例

摘要

The modern graphics processing units (GPUs), found on almost every personal computer, use the z-buffer algorithm to compute visibility. Ray tracing, an alternative to the z-buffer algorithm, delivers higher visual quality than the z-buffer algorithm but has historically been too slow for interactive use. However, ray tracing has benefited from improvements in computer hardware, and many believe it will replace the z-buffer algorithm as the graphics engine on PCs. If this replacement happens, it will imply fundamental changes in both the API to and capabilities of 3D graphics engines. This paper overviews the backgrounds in z-buffer and ray tracing, presents our case that ray tracing will replace z-buffer in the near future, and discusses the implications for graphics oriented classes should this switch to ray tracing occur. Since computer gaming is one of the most important industry driving graphics hardware and the fact that recently there are many computer science courses related to games and games development, we also describe the potential impact on games related classes.
机译:几乎在每台个人计算机上都可以找到的现代图形处理单元(GPU)使用z缓冲区算法来计算可见性。光线跟踪是z缓冲区算法的替代方法,可提供比z缓冲区算法更高的视觉质量,但历史上一直太慢,无法交互式使用。但是,光线跟踪已从计算机硬件的改进中受益,许多人认为它会取代z缓冲区算法作为PC上的图形引擎。如果发生这种替换,则意味着3D图形引擎的API和功能都将发生根本变化。本文概述了z缓冲区和光线跟踪的背景,介绍了在不久的将来光线跟踪将替代z缓冲区的情况,并讨论了如果切换到光线跟踪,则将对面向图形的类产生影响。由于计算机游戏是最重要的行业驱动图形硬件之一,而且最近有许多与游戏和游戏开发相关的计算机科学课程的事实,因此我们还描述了对游戏相关类的潜在影响。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号