I'm curious, what are the fundamental differences between ray tracing used for realistic lighting and classic rasterization? In which scenarios is each preferred? How do advancements in GPU architectures influence this distinction?
What's the difference between Ray Tracing and Rasterization?
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Ray tracing tracks light rays to calculate lighting physically, so shadows, reflections, and refractions look far more realistic. Rasterization, on the other hand, converts 3D objects to 2D by drawing polygons to the screen, making it fast but limited in lighting effects. GPUs now include dedicated cores like RT Cores for ray tracing, even enabling realistic lighting in games, though it still comes at a cost.