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Soft shadow volumes for ray tracing

机译:柔和的阴影体积可进行光线跟踪

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We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction of the visibility function. Compared to tracing the shadow rays, our algorithm produces exactly the same image while executing one to two orders of magnitude faster in the test scenes used. Our first contribution is a two-stage method for quickly determining the silhouette edges that overlap an area light source, as seen from the point to be shaded. Secondly, we show that these partial silhouettes of occluders, along with a single shadow ray, are sufficient for reconstructing the visibility function between the point and the light source.
机译:我们提出了一种新的快速算法,用于在基于光线跟踪的渲染器中渲染基于物理的软阴影。我们的方法用单个阴影射线和可见性函数的局部重建替换了随机射线跟踪器中常用的数百个阴影射线。与追踪阴影光线相比,我们的算法可生成完全相同的图像,同时在使用的测试场景中执行速度快一到两个数量级。我们的第一项贡献是一种两阶段方法,用于快速确定与区域光源重叠的轮廓边缘,从要着色的点看。其次,我们表明,遮挡物的这些局部轮廓以及单个阴影射线足以重构点与光源之间的可见性函数。

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