After reprogramming "Quake 3: Arena" from 1999 with Ray-Tracing (Project name: "Quake 3: Raytraced") a more modern game was choosen for the next project: "Quake 4" from 2005, developed by Raven Software.
"Quake 4" offers much more complexity in the number of triangles used in a scene, the number of dynamic lights and the use of dynamic geometry.
As Daniel Pohl's master thesis for Erlangen University "Quake 4: Raytraced" (short: Q4RT) has been developed in cooperation with Saarland University. The work has been supervised by Andreas Dietich.
The game engine was written based on "Quake 3: Raytraced" and supports realtime lighting, bumpmapping, specular mapping, soft shadows, moving objects and more. As a special reasearch topic it contains some new invented algorithms that enable collision detection through Ray-Tracing. The development has been done in about four month. The engine builds upon the OpenRT-API, which manages Ray-Tracing.
Q4RT has been done using content from Raven Software and id Software. There was no involvment with the team members from those companies. The project is for scientific research only and Q4RT will not be released for download.
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