Selective ray tracing for interactive high-quality shadows
Christian Lauterbach, Qi Mo, and Dinesh Manocha
University of North Carolina at Chapel Hill
We present novel algorithms to achieve interactive high-quality illumination with hard and soft shadows in complex models. Our approach combines the efficiency of rasterization-based approaches with the accuracy of a ray tracer. We use conservative image-space bounds to identify only a small subset of the pixels in the rasterized image and perform selective ray tracing on those pixels. The algorithm can handle moving light sources as well as dynamic scenes. In practice, our approach is able to generate high quality hard and
soft shadows on complex models with millions of triangles at almost interactive rates on current high-end GPUs.
Selective Ray Tracing for Interactive High-Quality Shadows (PDF)
Technical Repor TR09-004, January 2009, UNC Chapel Hill
Video (AVI, DivX)
Quality comparisonPlease see the Appendix (PDF) for high-resolution images.
GAMMA Research Group
Ray Tracing Research at GAMMA
This research was supported in part by NVIDIA, RDECOM, NSF, ARO and DARPA.
We would like to thank Brandon Lloyd for his comments and suggestions on earlier drafts, David Luebke for helpful discussions and Shubhabrata Sengupta for providing the city model. Buddha courtesy of the Stanford Scanning Repository, Sibenik cathedral model courtesy Marko Dabrovic and City model courtesy of Aaron Lefohn and Shubho Sengupta.