Behavior of light on an object must be calculated in order to create a realistic representation on a computer screen. This requires an enormous amount of calculations, in a math-intensive process called “raytracing”, which tracks the paths of individual rays of light. In 1993, raytracing a screen-sized image would typically take several days to compute. Computer games require at least 24 frames per second, which is 2,000,000 times faster. While working on a game of my own design, I developed proprietary technology and “shortcut” methodologies which made this level of acceleration practical (6 orders of magnitude!). Further explanations available upon request.
Realtime 3D Raytracing Game (1992-1993)
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