- Why is this done rather than using just one algorithm?
- Would this technique be good for games?
Now question 2: would this be good for games. Nobody knows. I will give two arguments, one for, and one against. The reason this will happen is again procedural geometry. But there will not be so much that it wont fit in core. Still doing it with rasterization will help locality and something like a DX10 geometry shader can be used, and efficient use of caches is where the action is and will continue to be. Now an argument against: Whitted-style ray tracing has good locality and thus such complexity is not needed. Once games use ray tracing they may as well use it for visibility for software simplicity. My bet is on the latter, but I sure wouldn't give odds. If graphics teaches us anything, it is that predicting the future is difficult!