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Carmack Speaks On Ray Tracing, Future id Engines

    https://games.slashdot.org/story/08/03/12/1918250/Carmack-Speaks-On-Ray-Tracing-Future-id-Engines
    Carmack seems to think that Intel's direction using traditional ray tracing methods is not going to work and instead theorizes that using ray casting to traverse a new data structure he is developing is the best course of action. The 'sparse voxel octree' that Carmack discusses would allow for 'unique geometry down to the equivalent of the ...

John Carmack talks ray-tracing, PC gaming | bit-tech.net

    https://www.bit-tech.net/news/tech/john_carmack_talks_ray-tracing_pc_gaming/1/
    Carmack also talked about ray-tracing during the interview, offering some interesting insights into what might happen when Intel enters the market with its many-core Larrabee architecture – one ...

John Carmack on Ray Tracing - Graphics and GPU Programming

    https://www.gamedev.net/forums/topic/488053-john-carmack-on-ray-tracing/
    I just want to clarify that this is not true. The ray tracing method is more limited than one might think. Especially it is not a global illumination method. At the ray-surface intersection point an ambient, diffuse and reflective term will be evaluated. Actually raytracing works analog to the phong model.

Carmack on Ray Tracing & Rasterization | Beyond3D Forum

    https://forum.beyond3d.com/threads/carmack-on-ray-tracing-rasterization.53569/
    Rasterization is a tiny part of the work that a GPU does. The texture sampling, shader program invocation, blending, etc, would all have to be duplicated on a ray tracing part as well. Primary ray tracing can give an overdraw factor of 1.0, but hierarchical depth buffers in rasterization based systems already deliver very good overdraw ...

John Carmack Interview: GPU Race, Intel Graphics, Ray …

    https://www.youtube.com/watch?v=hapCuhAs1nA
    http://www.pcper.com/reviews/Editorial/John-Carmack-Interview-GPU-Race-Intel-Graphics-Ray-Tracing-and-Voxels-and-moreLast week we were in Dallas, Texas cover...

Carmack on Ray Tracing & Rasterization | Page 2 - Beyond3D

    https://forum.beyond3d.com/threads/carmack-on-ray-tracing-rasterization.53569/page-2
    GPUs wouldn't help us with raytracing. Arnold, the renderer we use, does not support it and we'd prefer it to remain that way. You are in good...

Carmack On Id Tech6, Ray Tracing, Voxels And More

    https://www.doomworld.com/forum/topic/42738-carmack-on-id-tech6-ray-tracing-voxels-and-more/
    This proves once and for all that Microsoft is the ultimate innovator for all things computer related, completely pwning Carmack and other so-called "Geniuses" doing research into 3D rendering concepts with their stunningly advanced, fast and robust ray tracing technology that will surely take the world by storm.

John Carmack's Comment on Hardware Ray Tracing

    https://news.ycombinator.com/item?id=5107022
    ericmj on Jan 24, 2013 [-] Yes, memory bandwidth is one of the biggest slow downs of ray tracing. Rasterization access memory very linearly which makes it very easy to cache and easy to optimize in hardware on the GPUs. But ray tracing access memory very randomly, two rays originating from pixels next to each other easily diverges and so hits ...

John Carmack on Ray Tracing - Graphics and GPU Programming

    https://www.gamedev.net/forums/topic.asp?topic_id=488053&PageSize=25
    I just want to clarify that this is not true. The ray tracing method is more limited than one might think. Especially it is not a global illumination method. At the ray-surface intersection point an ambient, diffuse and reflective term will be evaluated. Actually raytracing works analog to the phong model.

John Carmack on Ray Tracing - Graphics and GPU Programming

    https://www.gamedev.net/forums/topic/488053-john-carmack-on-ray-tracing/?page=3
    During those years, I have seen ray tracing grow quickly from 'barely interactive' (1-2fps) to 'almost real-time' (20fps and more), for scenes that are close to what we would need for a typical game. The 'dynamic geometry' issue was more or less solved, and performance improved greatly because of better algorithms and faster processors.

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