💡 Ray Tracing

Quick Summary

Ray Tracing is a rendering technique that simulates the physical behavior of light — tracing the path of light rays as they bounce off surfaces — to produce photorealistic shadows, reflections, and global illumination.

Illustration

How Traditional (Rasterization) Rendering Works

Conventional real-time rendering (used since the 1980s) uses rasterization: project 3D geometry onto a 2D screen, then approximate lighting through tricks (baked shadows, cube map reflections, normal maps). Fast but inherently approximate.

How Ray Tracing Works

Ray tracing simulates actual light physics:

  1. For each pixel, fire a virtual “ray” from the camera into the scene
  2. When a ray hits a surface, trace new rays toward light sources (shadows), reflections, and refractions
  3. The accumulated light data gives physically accurate color for that pixel

This produces:

  • Accurate reflections (mirrors, water, polished metal)
  • Physically correct shadows (soft, size-varying)
  • Global illumination (light bouncing from surfaces, color bleeding)

Performance Cost

Ray tracing is computationally expensive — each pixel requires hundreds of ray calculations. Nvidia’s RTX GPU series introduced hardware-accelerated ray tracing (RT Cores) in 2018, making real-time ray tracing in games feasible.

Current State (2024)

Most games use hybrid rendering: rasterization for most geometry + ray tracing selectively for reflections, shadows, or AO. Full path tracing (e.g., Cyberpunk 2077 “Ray Tracing Overdrive”) requires very high-end hardware.

See Also