hehe, yeah raytracing is very cool, it is photo realistic in theory, and all it is, is well maths, we did a ray-tracing project at varsity once.
You basically calculate the refraction and reflection of light beams from the light source (or multiple light sources) against all the objects in the scene, the amount of recursion, ie "bounces" of light against the object translates into accuracy and thus quality of the image. There are also physical systems being modelled in some applications, like energy of the light source and surface material, diffuse specular, and type of light source spot, ambiant.. etc each with its own formula for refraction and reflection...
Very nice to play around with
povray, and do some stuff on you current hardware these look pretty amazing... It is just computationally complex, and it grows in complexity with the amount of objects light sources and recursion, or light ray "bounces"
Did I mention how cool it looks
some sample galleries
http://www.creative-3d.net/3DGallery.cfm?Software=POV-Ray
http://xlcus.com/povray/
http://hof.povray.org/
So the nice thing about this tech from ATI is, that you can do raytracing processing on the GPU which we all know will whip a cpu at vector processing 40 - love...
If we can obtain realtime fast 60fps ray tracing, GFX nirvana!!!
Radeon 3870, the test scene jumped to 60 fps, with a drop to 20 fps when the proprietary Anti-Aliasing algorithm was applied. Urbach mentioned that the Radeon 4870 hits the same 60 fps – and stays at that level with Anti-Aliasing (a ray-tracer is not expecting more than 60 fps.) JulesWorld’s technology also works on Nvidia GeForce 8800 cards and above, but the lack of a tessellation unit causes a bit more work on the ray-tracer side.