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dc.contributor.authorEisenacher, Christianen_US
dc.contributor.authorNichols, Gregoryen_US
dc.contributor.authorSelle, Andrewen_US
dc.contributor.authorBurley, Brenten_US
dc.contributor.editorNicolas Holzschuch and Szymon Rusinkiewiczen_US
dc.date.accessioned2015-02-28T15:37:36Z
dc.date.available2015-02-28T15:37:36Z
dc.date.issued2013en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12158en_US
dc.description.abstractRay-traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits practical rendering to scenes that fit in memory. Incoherent shading also leads to intractable performance with production-scale textures forcing renderers to resort to caching of irradiance, radiosity, and other values to amortize expensive shading. Unfortunately, such caching strategies complicate artist workflow, are difficult to parallelize effectively, and contend for precious memory. Worse, these caches involve approximations that compromise quality. In this paper, we introduce a novel path-tracing framework that avoids these tradeoffs. We sort large, potentially out-of-core ray batches to ensure coherence of ray traversal. We then defer shading of ray hits until we have sorted them, achieving perfectly coherent shading and avoiding the need for shading caches.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleSorted Deferred Shading for Production Path Tracingen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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