arXiv:2607.23122cs.GRcs.CV2026-07

通过重用首次相交点提升光线追踪的遮挡与阴影质量

Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow

论文配图:Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
图 1 · 摘自论文原文
  • 在首次相交点域重用光线样本,而非直接复用着色值
  • 实现无偏与有偏估计,支持实时渲染下高质量遮挡与软阴影
  • 适合追求真实感光照效果的游戏与影视渲染开发者

环境遮挡(AO)和软阴影是实时渲染中空间感知的关键视觉线索。硬件光线追踪可直接计算这些效果,克服屏幕空间方法和阴影映射的局限。但实时预算仅允许每像素少量光线,导致原始估算噪声大且代价高。本文提出一种基于首次相交遮挡点的光线重用框架,将 AO 和区域光阴影估计转换为遮挡体域积分,通过多重要性采样(MIS)合并邻近遮挡样本。针对两者推导出无偏估计器以保证收敛性,并设计适用于实时运行的有偏估计器。后者假设局部首次相交遮挡一致性,在阴影场景下比传统光样本一致性假设更贴合实际几何可见性。实验表明,该方法在相同开销下优于非重用基线,且阴影质量超过光样本重用方案。

原文摘要 · Abstract (English)

Ambient occlusion (AO) and soft shadows are critical visibility cues for spatial perception in real-time rendering. Hardware ray tracing provides a direct way to evaluate these effects, enabling ray-traced AO and area-light shadows that avoid many limitations of screen-space AO and shadow mapping. However, real-time budgets allow only a few rays per pixel, leaving raw ray-traced estimates noisy and expensive. We present an occlusion-point reuse framework that reuses traced samples in the domain of first-hit occlusion points instead of directly reusing final shading values or light samples. This provides a ray-reuse formulation for AO, rather than merely filtering or reusing completed AO values. The key idea is to transform AO and area-light shadow estimators into occluder-domain integrals, then combine neighboring occluder samples with a multiple-importance-sampling (MIS) formulation. For both AO and shadows, we derive unbiased estimators that validate convergence to the transformed integrals, as well as biased estimators designed for practical real-time execution. The biased variants assume local first-hit occluder consistency; for shadows, this occluder-based assumption better matches local visibility geometry than the visibility-consistency assumption commonly used when reusing light samples. Experiments show higher AO and shadow quality than non-reuse ray-traced baselines, and better shadow quality than light-sample reuse at comparable cost.

光线追踪遮挡优化实时渲染

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