NVIDIA director of graphics research David Luebke believes rasterization will stick around for at least another ten year because other technologies like ray tracing have a lot of peculiarities that cannot be efficiently solved using today's and tomorrow's hardware:
"Looking forward, increased GPU performance and programmability both combine to make simpler approaches - like ray tracing - practical. On the flip side, graphics is certainly not solved and there are many effects that we cannot do at all in real-time today, so you will continue to see games push forward on graphics innovation, new algorithms, new ways to use the hardware," said Mr. Luebke.
"Forward rasterization is a very energy-efficient way to solve single-center-of-projection problems (like pinhole cameras and point light shadow maps) which continue to be important problems and sub-problems in rendering. So I think these will stick around for at least another ten years," stressed the director of graphics research at Nvidia.