Rasterization
Rasterization came about to flatten 3D triangles to 2D so that VGA blitters could render the triangles.
OpenGL, DirectX and Vulkan are the evolution of rasterization and are used by most game engines.
Not Needed
Rendering 3D scenes is about lighting. Rasterization is about processing triangles into 2D.
Integrating ray tracing is a stop-gap. At this point rasterization is just in the way.
A New Way
Raylogic has developed a fully compute based render pipeline that is 'ray tracing like'
and fast enough to replace rasterization.
Cleaning Up
Eliminating rasterization removes draw calls, frustum culling, occlusion culling, screen space projection,
environment / cube mapping, forward / deferred rendering, level of detail meshes, transparency ordering,
shadow mapping, depth buffers, clip planes and more.
Lightweight
Rayve is a very lightweight engine with a single C++ header. The framework is based on fast, hierarchal,
data-oriented entities and components.
Marathon
Rayve is basically starting over with the rendering pipeline. Rasterization has decades head start and
it will take a while to catch up.