Intel ray tracing tech demo

http://www.pcghx.com/aid,646920/News/Video_shows_ray_traced_Quake_Wars/

Very impressive, although there is still no indication of when we'll be seeing this technology live. Current consumer hardware has a ways to go before being able to handle the intense amount of calculations required.

Well Intel wants to spearhead the next generation of graphics card, which has generated controversy from nVidia.

Intel wants to use there current multi core technology to create a multicore and energy efficient graphics card that will be DX10 compliant and incorporate ray tracing tech
 
I saw a demo on digg. Was semi-impressive. Unfortunately, it loses all effect when it's used in conjunction with poor textures, models and lighting. Sure, they look impressive on their own, but it's just another thing we'll eventually stop noticing and take for granted.
 
I don't think ray-tracing is something we really need in games right now. Besides, depth map shadows have their own advantages over ray traced shadows(as well as disadvantages), and I think it's best we stick with depth map shadows right now.

But... that's just my opinion.
 
Impressive that this is real time. I still thought ray-tracing was in the area of 30 fps on a cluster computer at 256x256, but he said he ran it at 90 fps at 1280x720.

The funny thing about ray tracing is that it's a really simple concept. For each pixel on the screen, a ray is sent out. If it hits something, a new ray is sent out from the collision point in the direction of the lightsource (or multiple rays for multiple lightsources) and if that ray manages to make it to the lightsource without hitting something, it's light, otherwise, it's shadow. It's an elegant concept. Of course, for soft shadows it's a different story, but still.

Take a look at this:
http://www.superjer.com/pixelmachine/

Guy that wrote a raytracing engine in a weekend, which at first made me awe at his coding speed, but then it turns out the whole thing is only 800 lines of code!
 
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