Timeline for Ray tracing and Z buffering in graphics
Current License: CC BY-SA 4.0
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| Jun 15, 2020 at 19:11 | history | edited | Engineer | CC BY-SA 4.0 |
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| Jul 27, 2017 at 19:48 | comment | added | Engineer | @wondra Have a look at Gavan Woolery's game, Voxel Quest. You'll see what I mean. I used to think the same as you, but the way in which he handles light and includes certain tricks greatly affects the visual outcome in what is actually a very pleasant way. There is another recent game prototype I saw, by a different author, but I can't recall the name unfortunately. | |
| Jul 27, 2017 at 17:23 | comment | added | wondra | Actually, from what I know I would disagree about the individualised art style for raytracing - the usual use of raytracing is producing hyper-realistic scenes, rather than stylized ones. That brings up quite interesting question though I am not sure I am able answer - Is it even possible to produce heavily stylized scenes/art styles with raytracing? Do you know any resources where it is possible to learn more about that problematic or examples of other people did? | |
| Jul 27, 2017 at 16:14 | history | edited | Engineer | CC BY-SA 3.0 |
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| Jul 27, 2017 at 16:07 | history | answered | Engineer | CC BY-SA 3.0 |