Ray Tracing Essentials Part 2: Rasterization versus Ray Tracing

In Part 2: Basics of Ray Tracing, NVIDIA’s Eric Haines runs through the basics of rasterization and ray tracing. For decades, rasterization, also known as the Z-buffer, has been the method of choice for rendering 3D images at interactive rates. This talk contrasts and compares it with ray tracing, showing how the operations have a certain symmetry. For more information and links to resources, visit NVIDIA’s Developer News Center: :-rasterization
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