Ray Traced Shadows: Maintaining Real-Time Frame Rates
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F19%3A00334390" target="_blank" >RIV/68407700:21230/19:00334390 - isvavai.cz</a>
Result on the web
<a href="http://www.realtimerendering.com/raytracinggems/" target="_blank" >http://www.realtimerendering.com/raytracinggems/</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/978-1-4842-4427-2_13" target="_blank" >10.1007/978-1-4842-4427-2_13</a>
Alternative languages
Result language
angličtina
Original language name
Ray Traced Shadows: Maintaining Real-Time Frame Rates
Original language description
Efficient and accurate shadow computation is a long-standing problem in computer graphics. In real-time applications, shadows have traditionally been computed using the rasterization-based pipeline. With recent advances of graphics hardware, it is now possible to use ray tracing in real-time applications, making ray traced shadows a viable alternative to rasterization. While ray traced shadows avoid many problems inherent in rasterized shadows, tracing every shadow ray independently can become a bottleneck if the number of required rays rises, e.g., for high-resolution rendering, for scenes with multiple lights, or for area lights. Therefore, the computation should focus on image regions where shadows actually appear, in particular on the shadow boundaries. We present a practical method for ray traced shadows in real-time applications. Our method uses the standard rasterization pipeline for resolving primary-ray visibility and ray tracing for resolving visibility of light sources. We propose an adaptive sampling algorithm for shadow rays combined with an adaptive shadowfiltering method. These two techniques allow computing high-quality shadows with a limited number of shadow rays per pixel. We evaluated our method using a recent real-time ray tracing API (DirectX Raytracing) and compare the results with shadow mapping using cascaded shadow maps.
Czech name
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Czech description
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Classification
Type
C - Chapter in a specialist book
CEP classification
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OECD FORD branch
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Result continuities
Project
Result was created during the realization of more than one project. More information in the Projects tab.
Continuities
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Others
Publication year
2019
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Book/collection name
Ray Tracing Gems
ISBN
978-1-4842-4426-5
Number of pages of the result
24
Pages from-to
159-182
Number of pages of the book
607
Publisher name
Apress
Place of publication
New York
UT code for WoS chapter
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