SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray Sets
Fulltekst
RELATERTE DOKUMENTER
The three main sources of unnecessary shadow volume rendering are: large regions of empty space, shadow casters completely enclosed in other shadow volumes, and shadow generation
They al- low for quickly locating the entry point into the volume data set while using efficient algorithms based on Plücker tests and bilinear patch intersections to traverse the
The columns from left to right: name of the test scene; resolution; time taken by direct illumination including shadow map rendering and percentage-closer filtering; rendering
In shadow mapping the shadow computation is performed in two passes: first, a depth image of the current scene (the shadow map) as seen from the light source (in light space)
Figure 1: Our proposed method is capable of selecting and rendering a significantly reduced amount of shadow maps needed for a physically correct soft shadow solution using an
The first and second step occur before the actual ray traversal, and enable a ray bundle to share data, compute the size of the cache and determine which part of the cache each
First, it is possible to achieve tight bounds for parametric hair segments using one (or a small number) of bounding boxes locally oriented to the primary axis of the segment (Figure
The Ray Termination Surface Area Heuristic (RTSAH) is a cost metric originally used for determining the traversal order of the voxels for occlusion rays that takes ray termination