SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
Voxel occlusion testing: a shadow determination accelerator for ray tracing
Proceedings on Graphics interface '90
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
R-LODs: fast LOD-based ray tracing of massive models
The Visual Computer: International Journal of Computer Graphics
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
SRDH: specializing BVH construction and traversal order using representative shadow ray sets
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Probabilistic visibility evaluation for direct illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous shadow ray queries required to generate a high-quality image. We propose the use of volumetric occluders stored within a kd-tree in order to accelerate shadow rays cast on a closed, watertight mesh. Intersection with a volumetric occluder is much cheaper than intersection with mesh geometry, although performing these intersections requires modification to the traversal order through the kd-tree. We propose two such modifications, both of which enable the use of volumetric occluders for cheap shadow ray termination. We also propose using a software-managed cache to store and reuse volumetric occluders for even earlier termination. Our approach provides a performance improvement of up to 2.0x for our test scenes while producing images identical to those produced by the unaccelerated baseline.