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Real-time ray tracing applied to Quake Wars

posted by Daniel Pohl on January 23, 2009

Last year at the Research at Intel day we demoed a ray traced version of “Enemy Territory: Quake Wars” for the first time. Two month later at the Intel Developer Forum in San Francisco we showed an enhanced and faster running version of it.

But how did we get there in the first place? What steps are involved to dig into existing game content and get it ray traced? What challenges were required to overcome and what benefits did ray tracing deliver?

Answers to all these questions can be found in a new article in the latest magazine of Visual Adrenaline. There is also a German translation of the article.

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