TY - GEN
T1 - Stable Sample Caching for Interactive Stereoscopic Ray Tracing
AU - Philippi, Henrik
AU - Jensen, Henrik Wann
AU - Frisvad, Jeppe Revall
PY - 2025
Y1 - 2025
N2 - We present an algorithm for interactive stereoscopic ray tracing that decouples visibility from shading and enables caching of radiance results for temporally stable and stereoscopically consistent rendering. With an outset in interactive stable ray tracing, we build a screen space cache that carries surface samples from frame to frame via forward reprojection. Using a visibility heuristic, we adaptively trace the samples and achieve high performance with little temporal artefacts. Our method also serves as a shading cache, which enables temporal reuse and filtering of shading results in virtual reality (VR). We demonstrate good antialiasing and temporal coherence when filtering geometric edges. We compare our sample-based radiance caching that operates in screen space with temporal antialiasing (TAA) and a hash-based shading cache that operates in a voxel representation of world space. In addition, we show how to extend the shading cache into a radiance cache. Finally, we use the per-sample radiance values to improve stereo vision by employing stereo blending with improved estimates of the blending parameter between the two views.
AB - We present an algorithm for interactive stereoscopic ray tracing that decouples visibility from shading and enables caching of radiance results for temporally stable and stereoscopically consistent rendering. With an outset in interactive stable ray tracing, we build a screen space cache that carries surface samples from frame to frame via forward reprojection. Using a visibility heuristic, we adaptively trace the samples and achieve high performance with little temporal artefacts. Our method also serves as a shading cache, which enables temporal reuse and filtering of shading results in virtual reality (VR). We demonstrate good antialiasing and temporal coherence when filtering geometric edges. We compare our sample-based radiance caching that operates in screen space with temporal antialiasing (TAA) and a hash-based shading cache that operates in a voxel representation of world space. In addition, we show how to extend the shading cache into a radiance cache. Finally, we use the per-sample radiance values to improve stereo vision by employing stereo blending with improved estimates of the blending parameter between the two views.
M3 - Article in proceedings
T3 - Computer Graphics Forum
BT - Proceedings of the 33rd Pacific Conference on Computer Graphics and Applications
PB - Eurographics Association
T2 - 33<sup>rd</sup> Pacific Conference on Computer Graphics and Applications
Y2 - 14 October 2025 through 17 October 2025
ER -