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Author, Editor

Author(s):

Friedrich, Heiko
Günther, Johannes
Dietrich, Andreas
Scherbaum, Michael
Seidel, Hans-Peter
Slusallek, Philipp

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Not MPG Author(s):

Friedrich, Heiko
Dietrich, Andreas
Scherbaum, Michael
Slusallek, Philipp

Editor(s):





BibTeX cite key*:

friedrich:06:RTG

Title, Booktitle

Title*:

Exploring the Use of Ray Tracing for Future Games

Booktitle*:

ACM SIGGRAPH Video Game Symposium
sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames

Event, URLs

URL of the conference:

http://sandboxsymposium.org/

URL for downloading the paper:

http://delivery.acm.org/10.1145/1190000/1183323/p41-friedrich.pdf?key1=1183323&key2=0556142711&coll=GUIDE&dl=GUIDE&CFID=15151515&CFTOKEN=6184618
http://www.mpi-inf.mpg.de/~guenther/RTG/RTG.pdf

Event Address*:

Boston, MA, USA

Language:

English

Event Date*
(no longer used):


Organization:

Association for Computing Machinery (ACM)

Event Start Date:

29 July 2006

Event End Date:

30 July 2006

Publisher

Name*:

ACM

URL:

http://www.acm.org/pubs/

Address*:

New York, NY, USA

Type:


Vol, No, Year, pp.

Series:


Volume:


Number:


Month:

July

Pages:

41-50

Year*:

2006

VG Wort Pages:

39

ISBN/ISSN:

1-59593-386-7

Sequence Number:


DOI:

10.1145/1183316.1183323



Note, Abstract, ©


(LaTeX) Abstract:

Rasterization hardware and computer games have always been
tightly connected: The hardware implementation of
rasterization has made complex interactive 3D games possible
while requirements for future games drive the development of
increasingly parallel GPUs and CPUs. Interestingly, this
development -- together with important algorithmic
improvements -- also enabled \emph{ray tracing\/} to achieve
realtime performance recently.

In this paper we explore the opportunities offered by ray
tracing based game technology in the context of current and
expected future performance levels. In particular, we are
interested in simulation-based graphics that avoids
pre-computations and thus enables the interactive production
of advanced visual effects and increased realism necessary
for future games. In this context we analyze the advantages
of ray tracing and demonstrate first results from several
ray tracing based game projects. We also discuss ray
tracing API issues and present recent developments that
support interactions and dynamic scene content. We end with
an outlook on the different options for hardware
acceleration of ray tracing.

URL for the Abstract:

http://portal.acm.org/citation.cfm?id=1183323&coll=GUIDE&dl=ACM&CFID=15151515&CFTOKEN=6184618

Keywords:

games development, realtime ray tracing, simulation, dynamic scenes, global illumination, graphics hardware

HyperLinks / References / URLs:

http://www.mpi-inf.mpg.de/~guenther/



Download
Access Level:

Public

Correlation

MPG Unit:

Max-Planck-Institut für Informatik



MPG Subunit:

Computer Graphics Group

Appearance:

MPII WWW Server, MPII FTP Server, MPG publications list, university publications list, working group publication list, Fachbeirat, VG Wort



BibTeX Entry:

@INPROCEEDINGS{friedrich:06:RTG,
AUTHOR = {Friedrich, Heiko and G{\"u}nther, Johannes and Dietrich, Andreas and Scherbaum, Michael and Seidel, Hans-Peter and Slusallek, Philipp},
TITLE = {Exploring the Use of Ray Tracing for Future Games},
BOOKTITLE = {ACM SIGGRAPH Video Game Symposium
sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames},
PUBLISHER = {ACM},
YEAR = {2006},
ORGANIZATION = {Association for Computing Machinery (ACM)},
PAGES = {41--50},
ADDRESS = {Boston, MA, USA},
MONTH = {July},
ISBN = {1-59593-386-7},
DOI = {10.1145/1183316.1183323},
}


Entry last modified by Uwe Brahm, 04/27/2007
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Editor(s)
Johannes Günther
Created
04/24/2006 09:26:26 AM
Revisions
7.
6.
5.
4.
3.
Editor(s)
Uwe Brahm
Christine Kiesel
Johannes Günther
Johannes Günther
Johannes Günther
Edit Dates
2007-04-27 10:40:33
25.02.2007 16:25:24
01/04/2007 02:32:38 PM
11/21/2006 10:05:49 AM
07/19/2006 08:37:56 AM
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