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A RECURSIVE SHADOW VOXEL CACHE FOR RAY …

    https://www.sciencedirect.com/science/article/pii/B978008050754550058X
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Pixels grouping and shadow cache for faster integral 3D ray tracing

    https://nanophotonics.spiedigitallibrary.org/conference-proceedings-of-spie/4660/0000/Pixels-grouping-and-shadow-cache-for-faster-integral-3D-ray/10.1117/12.468025.full
    This paper presents for the first time, a theory for obtaining the optimum pixel grouping for improving the coherence and the shadow cache in integral 3D ray-tracing in order to reduce execution time. A theoretical study of the number of shadow cache hits with respect to the properties of the lenses and the shadow size and its location is discussed with analysis for …

A RECURSIVE SHADOW VOXEL CACHE FOR RAY …

    https://www.semanticscholar.org/paper/A-RECURSIVE-SHADOW-VOXEL-CACHE-FOR-RAY-TRACING-Pearce/83c42f8c5ff22f3a12ce4456bfc4a0325ec647b8
    While ray tracing shadow rays, it is a good idea to store a pointer to the last object that caused a shadow with each light source in a shadow cache. The next shadow ray toward any light source first is intersected with the object in the shadow cache, and if an intersection occurs, the point being shaded can be declared to be in shadow with ...

Ray Tracing II - Chalmers

    http://www.cse.chalmers.se/edu/course/TDA362/raytracing2.pdf
    lShadow cache not popular in parallel ray tracing. (May use shadow map instead.) image plane light source ray A shadow ray A ray B shadow ray B 4 Spatial data structures and Ray Tracing lUse spatial data structures to get faster rendering –Because ray tracing is often slow –Avoids intersection tests between the ray and each object in the scene.

Shadow rays in Raytracing - Computer Graphics Stack …

    https://computergraphics.stackexchange.com/questions/1734/shadow-rays-in-raytracing
    In a one-hit tracer, you can't fix that problem by simply discarding the intersection, because you still don't know whether the shadow ray would have intersected …

Fixing Ray-traced Shadow Content Issues with NVIDIA …

    https://developer.nvidia.com/blog/fixing-ray-traced-shadow-content-issues-with-rtx-dev/
    In raster shadows, potentially shadow-casting objects are single-sided by default, whereas ray tracing treats them as physical objects and records both front and back face hits. This can easily be disabled by setting CVar r.RayTracing.Shadows.EnabledTwoSidedGeometry to 0. Figure 3. The Realistic Rendering sample with single-sided geometry shadows.

raytracing - Ray Tracing Shadows: The Shadow Line Artifact

    https://computergraphics.stackexchange.com/questions/4986/ray-tracing-shadows-the-shadow-line-artifact
    Since shadow rays originate from a certain position and don't usually take the normal into account, a complete face on a smooth object will either be shadowed or not, revealing the hard edges again: The shadow is, so to speak, 'correct' and the weird appearance results from the normal map interpolation 'cheat'.

Shadow Cloud Gaming PC Gets Ray-tracing, New …

    https://www.denofgeek.com/games/shadow-ray-tracing-subscription-prices/
    Here is the pricing and feature breakdown for each tier: Boost is available now to all current and new subscribers, while Ultra and Infinite …

3d - Ray tracing - soft shadow - Stack Overflow

    https://stackoverflow.com/questions/31709332/ray-tracing-soft-shadow
    Generate a set of M random, uniform shadow rays from P towards disc D. If a ray R intersects anything before hitting L, there is no energy transfer along this path. Otherwise: multiply E/M by a dot product of normal vector N at P and (normalized) R, add the result to the light transferred so far. Repeat for all M rays.

Virtual Shadow Maps in Unreal Engine | Unreal Engine …

    https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/VirtualShadowMaps/
    Shadow Map Ray Tracing (SMRT) is a sampling algorithm used with virtual shadow maps to produce more plausible soft shadows and contact hardening. Objects that cast shadows farther will have softer shadows than objects casting shadows closer to a shadow-receiving surface.

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