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Elite Force Raytraced

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Published on Mar 1, 2008

This video marks the end of a long road!
Over the past few months I found myself working on a real-time raytracing library as part of my diploma thesis. Right from the start I used assets from Raven Software's excellent game "Star Trek Voyager: Elite Force" to create a demo application. As I progressed I posted videos here on YouTube to demonstrate the latest features and performance enhancements.
With my demo more or less complete, I spent the last few days incorporating its rendering pipeline into Icculus Quake 3 (see ioquake3.org), a project that aims to continue development of the open-sourced IdTech 3 engine. With source code patches by Thilo Schulz it can be turned into Elite Force: Holomatch, which is what made it interesting for me in the first place.
So, enjoy this video of "Elite Force Raytraced": It's the full Holomatch game with raytracing used as the rendering method. A set of key-bindings have been added to demonstrate different aspects of the new rendering pipeline, e.g. # of traversed nodes, intersected triangles, etc.
Please note that the modifications are not complete yet. The most apparent feature missing is support for lighting, which might or might not be added at a later point. I really have to get busy writing my thesis, so there's not really time for this. But someone else can pick up where I left off, because I intend to release the source code soon! Comments are appreciated!
The video was captured on 64-bit Ubuntu 7.10 running on a single AMD Athlon X2 3800+ (2 years old) at a resolution of 512x384.

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