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Ray Tracing and Gaming - One Year Later
Posted by newsbot on January 17th 2008

The question may arise, why can't these acceleration structures beused in rasterization? Well, they are, to a certain extent, but at a lowerprecision. Some games have one such coarse-grained structure for renderinggraphics, a different one (at a different resolution) forcollision-detection and yet another one for AI (sometimes created bydifferent third-party infrastructure suppliers). Besides taking up morememory than necessary, one problem in using these three separately computeddata structures is the effort to keep them consistent.

View article at pcper.com

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