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  • 2 weeks later...
Posted

If I remember correctly, ray tracing seems to be the "real" way to do realistic lighting, though I've never seen it do and soft edge stuff. It's just a different way to calculate lighting. I think at the moment, it's much too slow for any realtime application.

I read somewhere a couple of months ago that it took like 20 fast computers "supercomputered" together to run a raytraced version of Quake3 at like 20 fps.

Posted

from what ive read, raytracing calculates every light photon or something. so basically its a more realistic form of lighting thats only used for rendering(usually) and you can use it to determine how the light will bend through an object, like if you wanted to make a glass kind of thing, the light would bend through it and make it distort things as you look through it.

Posted

Yep, in short ray tracing is a highly accurate and realistic but also very slow way of rendering lighting. Compared to the usual vertex or lightmap lighting ray tracing works very similar to the real world.

Posted

Judging from the lips it's CG.

Anyway, i give a fuck. I think that with raytracing we can make prettier and more realistic things in the end. Right now you might not see the difference but that doesn't mean it's something crappy or something that doesn't have any meaning at all.

Posted

I looked at the quake 3 screens... i cannot tell a difference.

Apparently none of you looked at the vid i posted, Or maybe its me that dont rember that Q3 have Doom3 lightning and Unreal 3 light patterns on the wall

  • 4 months later...
Posted
that looks relaly fucking good...is it photoshoped?
If I remember correctly, yes, but only because it was/is a multi-pass image. Refelections are rendered, then added on to a color render, then onto a shadow image, etc.
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