SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A fast shadow algorithm for area light sources using backprojection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast computation of shadow boundaries using spatial coherence and backprojections
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
The area perspective transform: A homogeneous transform for efficient in-volume queries
ACM Transactions on Graphics (TOG)
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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Ray tracing has long been considered to be superior to rasterization because its ability to trace arbitrary rays, allowing it to simulate virtually any physical light transport effect by just tracing rays. Yet, to look plausible, extraordinary amounts of rays for effects such as soft shadows are typically required. This makes the prospects of real-time performance rather remote. Rasterization, in contrast, has a record of producing such effects in real-time through employing specialized and approximate solutions for individual effects. Though ray tracing may still be the right choice for effects like reflections and refractions, using specialized solutions for certain important effects also makes sense for a ray tracer. In this paper, we propose a special solution to ray trace soft shadows that is particularly targeted for Intel's Larrabee architecture. We use a specialized frustum tracing that traces multiple frusta of specialized "light-weight" shadow packets in parallel, while generating rays within each frustum on demand. The technique can easily be integrated into any packet ray tracer, and fits well into the wide SIMD and cache-size constraints of the Larrabee architecture. Our technique allows to reach rates of up to several dozen million rays per second per Larrabee core, outperforming traditional packet techniques by up to 6x. This high performance combined with a simple light-weight illumination filtering step allows to achieve real-time soft shadows for game-like scenes.