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
Applications of irradiance tensors to the simulation of non-Lambertian phenomena
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Monte Carlo techniques for direct lighting calculations
ACM Transactions on Graphics (TOG)
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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 26th annual conference on Computer graphics and interactive techniques
Real-time acoustic modeling for distributed virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
Communications of the ACM
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Beam tracing polygonal objects
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
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Frustum Casting for Progressive, Interactive Rendering
Frustum Casting for Progressive, Interactive Rendering
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
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Packet-based whitted and distribution ray tracing
GI '07 Proceedings of Graphics Interface 2007
Efficient ray traced soft shadows using multi-frusta tracing
Proceedings of the Conference on High Performance Graphics 2009
ACM SIGGRAPH 2009 Courses
ACM SIGGRAPH ASIA 2009 Courses
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Simulation of radio wave propagation by beam tracing
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
ACM SIGGRAPH 2013 Courses
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Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods either scale poorly with scene geometry or place restrictions on geometry and/or light source size and shape. Beam tracing is one solution which has historically been considered too slow and complicated for most practical rendering applications. Beam tracing's performance has been hindered by complex geometry intersection tests, and a lack of good acceleration structures with efficient algorithms to traverse them. We introduce fast new algorithms for beam tracing, specifically for beam–triangle intersection and beam–kd-tree traversal. The result is a beam tracer capable of calculating precise primary visibility and point light shadows in real-time. Moreover, beam tracing provides full area elements instead of point samples, which allows us to maintain coherence through to secondary effects and utilize the GPU for high quality antialiasing and shading with minimal extra cost. More importantly, our analysis shows that beam tracing is particularly well suited to soft shadows from area lights, and we generate essentially exact noise-free soft shadows for complex scenes in seconds rather than minutes or hours.