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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

  • Czech description

Classification

  • Type

    C - Chapter in a specialist book

  • CEP classification

  • 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