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Event Entry

What and Who

Ray Tracing for Computergames

Stefan Schueffler
Ph.D. application talk
AG 1, AG 2, AG 3, AG 4, AG 5  
MPI Audience

Date, Time and Location

Friday, 30 September 2005
12:00
30 Minutes
46.1 - MPII
0.24
Saarbrücken

Abstract

In the last years ray tracing technologies have dramatically evolved and

    are
    now able to produce highly realistic imagery even at interactive frame
    rates. This results in an increased interest in incorporating these
    techniques into game frameworks. However, there are still some unsolved
    problems that need to be addressed with respect to games: full dynamics,
    geometric aliasing, guaranteed minimal frame rate, and efficient high
    quality illumination.
    In this talk some proposals are presented on how to deal with these
    issues.
    The solutions to these problems are the keys for a successful introduction
    of ray tracing into the game market ^Ö a mass-market with a high economic
    potential. The output-sensitive characteristics of the ray tracing
    algorithm
    may also lead to improvements in game-related areas like collision
    detection, physics simulation, visibility problems, AI, and optimized
    network communication.

Contact

Kerstin Meyer-Ross
226
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Tags, Category, Keywords and additional notes

Ph.D. application talks

Friederike Gerndt, 09/28/2005 09:55
Friederike Gerndt, 09/27/2005 14:34 -- Created document.