Soft Shadow Volumes for Ray Tracing with Frustum Shooting
THORSTEN HARTER, MARKUS OSSWALD.
Supervisor: Ulf Assarsson
We present a new variant of the algorithm of Laine et al. 2005
for rendering physically-based soft shadows in ray
tracing-based renderers. Our method replaces the internal
acceleration data structure, a variant of the hemicube,
to store potential silhouette edges. Instead we use a kd-tree and different
building, storing and accessing techniques. Compared
to the original algorithm, these changes lower the memory
consumption of the soft shadow calculation, but increase the
running time. We tested all our modifications for running
time, memory consumption and efficiency.