Quake 3 Raytraced Movie
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21:15 June 8th, 2004
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Raytracing is a method used in 3D computer graphics for rendering an image. The path of a ray of light is traced through the entire scene and reflection, refraction, or absorption of the ray are calculated when it hits an object. It's usually considered not so efficient for real-time rendering due to the high number of rays being traced in one particular moment. Lately, Saarland University developed in cooperation with Erlangen University the worlds first completly ray traced 3D Shooter and luckily for id Software, the Quake 3: Arena demo was chosen for the project. Press 'read more' for details and (nice) screenshots and be sure to check this amazing movie. Gamer's Hell Local Download:
  • Quake 3: Raytraced Movie (28.5 MB)
  • Ray Tracing In 3D Egoshooters Until now every 3D Shooter has been completly rendered in software or using common rasterization hardware. As a scientific study Saarland University developed in cooperation with Erlangen University the worlds first completly ray traced 3D Shooter. As base for this kind of game Quake 3: Arena Demo from id Software has been choosen. The game engine was written from scratch and supports player and bot movement including shooting and jumping, collision detection, and many sepcial effects like jump-pads and teleporters. The main development was done by Daniel Pohl in less than six months with contribution for shading by several other students (see feature list). The engine builds upon the OpenRT-API, which manages the ray tracing. Features The developed 3D Shooter has the following features... ... through OpenRT API (Ingo Wald, Carsten Benthin and all the other hard working guys at uni-sb): realtime 3d raytrace engine runs faster with more computers (about 20 fps@36 GHz in 512x512 with 4xFSAA) realtime per-pixel shadows possible resolution up to 16384x16384x32 ... optical special effects real glass with reflection and refraction (thanx to Tim Dahmen) real mirrors colored realtime per-pixel shadows (thanx to Tim Dahmen) realtime soft shadows colored lights flashlight ground fog (thanx to Tim Dahmen) some walls replaced with high polygon displaced walls reflecting water mipmapping wireframe mode (thanx to Jörg Schmittler) B/W filter camera portals ... for gaming loading quake3 maps support for md3 model format quake3 like console integrated benchmark system offline rendering for saved demos realistic physic for weapons (e.g. grenades) physic for players (e.g. gravity) collision detection for players and weapons player animations AI tga screenshots png screenshots (thanx to Tim Dahmen) sounds jumppads Additional thanks to: Marc Stamminger, Philipp Slusallek, Raoul Plettke, Gametutorials.com, NeHe GameDev

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