The 3D Handbook
Key term

Ray tracing

Following rays of light through a scene to find shadows, reflections and bounce light; in games usually a hybrid with rasterisation, in hardware or software form.

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Ray tracing renders an image by following rays of light through the scene: from the camera into the world, and from the surfaces they hit towards lights and other surfaces. NVIDIA's explainer describes it as following "the path of those beams backwards from your eye to the objects that light interacts with" (NVIDIA Blog: What's the Difference Between Ray Tracing and…). It answers questions that ordinary rendering struggles with: is this point in shadow, what does this surface reflect, and where does its bounce light come from?

#Ray tracing and rasterisation

Most real-time rendering is rasterisation: projecting the scene's triangles onto the screen and shading the pixels they cover (NVIDIA Blog: What's the Difference Between Ray Tracing and…). It is fast but only knows what the camera sees. Ray tracing can look anywhere in the scene, at a much higher cost.

A camera fires a primary ray through a highlighted pixel to a point on the floor. From there a dashed shadow ray goes to a light and a dashed reflection ray goes to a box.
The three classic rays. Games often rasterise the first hit and trace only the shadow, reflection or bounce rays.Diagram by the handbook author

NVIDIA traces the idea to Arthur Appel at IBM in 1969, and credits Turner Whitted's 1979 paper with showing "how to capture reflection, shadows and refraction" (NVIDIA Blog: What's the Difference Between Ray Tracing and…). Newer hardware made real-time use possible. Because it is expensive, ray tracing in games is usually applied only where it helps most, with the rest rasterised (NVIDIA Blog: What's the Difference Between Ray Tracing and…). Unity's HDRP works this way: it "uses ray tracing to replace certain rasterized effects", such as screen-space shadows, reflections and global illumination (High Definition Render Pipeline manual: Getting started with ray tracing).

#Hardware and software ray tracing

Hardware ray tracing uses dedicated GPU units to test rays against the actual triangles. Software ray tracing traces against a simplified version of the scene on ordinary shader cores. Unreal's Lumen offers both:

Unity's HDRP ray tracing is narrower in platform terms: it "only supports ray tracing using the DirectX 12 API", in the Editor or Windows player (High Definition Render Pipeline manual: Getting started with ray tracing).

#What it means for artists

Related: global illumination, real-time lighting, real-time vs. offline rendering, shadows and virtual shadow maps.

#Further reading and watching

References

  1. Brian Caulfield · What's the Difference Between Ray Tracing and Rasterization? · NVIDIA Blog, 2018 · article · accessed 2026-10-21
  2. Unity Technologies · Getting started with ray tracing (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  3. Epic Games · Lumen Technical Details · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  4. Epic Games · Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4 · Unreal Engine Tech Blog, 2023 · article · accessed 2026-10-21
  5. Christopher Harper · Indiana Jones and the Great Circle requirements may put your PC in a museum · Tom's Hardware, 2024 · article · accessed 2026-10-21

Last updated 2026-10-22