Abstract: An Improved Physically-Based Soft Shadow Volume Algorithm
We identify and analyze several performance problems in a
state-of-the-art physically-based soft shadow volume algorithm, and
present an improved method that alleviates these problems by replacing
an overly conservative spatial acceleration structure by a more
efficient one. The new technique consistently outperforms both the
previous method and a ray tracing-based reference solution in several
realistic situations while retaining the correctness of the solution
and other desirable characteristics of the previous method. These
include the unintrusiveness of the original algorithm, meaning that
our method can be used as a black-box shadow solver in any offline
renderer without requiring multiple passes over the image or other
special accommodation. We achieve speedup factors from 1.6 to 12.3
when compared to the previous method