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Real-Time Raytracing in Computer Games

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By Andrew Rowan-Robinson

abstract

Computer games generally incorporate scanline algorithms from APIs such as OpenGL for their rendering. This report presents a raytracer written for real-time use and explores whether it is viable to use such a system to produce high quality rendering within computer games.

files

ARowan-Robinson.zip

report05.pdf

report05.doc

files

ARowan-Robinson.zip

report05.pdf

report05.doc

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