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

arXiv:2607.23122v1 Announce Type: cross Abstract: Ambient occlusion (AO) and soft shadows are critical visibility cues for spatial perception in real-time rendering. Hardware ray tracing provides a di

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arXiv:2607.23122v1 Announce Type: cross Abstract: 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.

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Source: arXiv cs.CV | 2026-07-28

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