

Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasterization-based rendering in games and other real-time applications with a lesser hit to frame render times.

Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as in still computer-generated images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Recursive ray tracing, distribution ray tracing, photon mapping to path tracing are generally slower and higher fidelity than scanline rendering methods. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques from ray casting, In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. This recursive ray tracing of reflective colored spheres on a white surface demonstrates the effects of shallow depth of field, "area" light sources, and diffuse interreflection.
