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Summary: Soft Shadow Volumes for Ray Tracing with Frustum Shooting
Thorsten Harter
Chalmers University of Technology
University Karlsruhe
Markus Osswald
Chalmers University of Technology
University Karlsruhe
Ulf Assarsson
Supervisor
Chalmers University of Technology
Abstract
We present a new variant of the algorithm of [Laine et al.
2005] for rendering physically-based soft shadows in ray
tracing-based renderers. Our method replaces the inter-
nal acceleration data structure, a variant of the hemicube
[Cohen and Greenberg 1985], to store potential silhouette
edges. Instead we use a kd-tree [Havran 2000] and differ-
ent building, storing and accessing techniques. Compared
to the original algorithm, these changes lower the memory
consumption of the soft shadow calculation, but increase the
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