Crytek's Cevat Yerli Speaks on Rasterization and Ray Tracing
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The ray tracing debate continues
Introduction
In our continued quest to bring you all the answers (and questions) around ray tracing and gaming, we have published quite a few articles from our own editorial staff as well as interviews with key people in the gaming industry. We have had Daniel Pohl, previously a college student doing research but subsequently hired by Intel for their own research, write a pair of articles that analyze how ray tracing might be the future for gaming on the PC and elsewhere. I also interviewed Dr. David Kirk, Chief Scientist at NVIDIA on the topic of rasterization and ray tracing and most recently had a very in-depth conversation with id Software's John Carmack on the very same topic that you can also get in podcast form.
Obviously this is still a hotly contested debate: Intel is pushing for a ray tracing model for the future of game rendering while NVIDIA, Carmack and most others see a mix of rasterization and ray tracing as the future. Intel's push for ray tracing is more than likely a result of their upcoming Larrabee architecture and its inherent weakness with current GPU programming models; because it is essentially a many-core x86 compatible device it will be forced to emulate DirectX and OpenGL and probably won't have the power to compete with the dedicated GPU products from NVIDIA and AMD out of the gate. Emulation always produces a performance overhead that will cut back on the utilization of the full power of Intel's Larrabee and obviously they'd rather that NOT be the case.
What we have for you today is another in a series of interviews with key gaming minds that directly affect the world of gaming on your PC, and consoles, today and into the future. Cevat Yerli, the CEO of Crytek and responsible for two of the most visually stunning games ever, Far Cry and Crysis, took some time to answer questions for us on a range of topics centered around the rasterization versus ray tracing debate.
An Interview with Crytek CEO, Cevat Yerli
PC Perspective: How much have you experimented with ray tracing in the past? Any interesting background on it?
PCPER: Current ray tracing theory seems to indicate that as geometry increases, ray tracing is a more and more attractive option for a rendering engine. Do you see that as the case or has rasterization improved with development to subdue that advantage?
PCPER: In general, do you think that the long development of rasterization engines has alleviated many of ray tracings advantages?
PCPER: How well do you think current ray tracing methods address some of the technologies that rasterization engines use so frequently today like antialiasing?
PCPER: Do ray tracers fundamentally change the way pixel shaders or other effects technologies are coded?
PCPER: How does ray tracing affect the rendering pipeline, namely vertex shading -> geometry shading -> pixel shading?
PCPER: How might other aspects of games change if ray tracing is adopted? Would texturing, data structure or other changes be required in a move away from rasterization?
PCPER: In a perfect world, where you can start from scratch with theoretical "infinite speed" hardware, what rendering method do you think would be the most appropriate for games and other 3D graphics? Rasterization, ray tracing or another option?
PCPER: Back to reality, do you think that ray tracing will be a realizable technology in any kind of time frame? 1 year? 5? 10?




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