Exploiting Shadow Coherence in Ray Tracing

We present a method, based on Haines' shadow caches, for accelerating shadow ray calculations for ray tracing processes which use spatial subdivision and surface tessellation. Trees of shadow voxel caches, containing references to both objects and voxels, are used to quickly determine whether or not a surface lies in shadow. This method does not require an additional preprocessing stage before rendering, and its memory requirements are small.

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