ABSTRACT

This chapter presents a method for tracing incoherent secondary rays that integrates well with existing rasterization-based real-time rendering engines. (See Figure 2.1.) In particular, it requires only linear scene access and supports fully dynamic scene geometry. All parts of the method that work with scene geometry are implemented in the standard graphics pipeline. Thus, the ability to generate, transform, and animate geometry via shaders is fully retained. Our method does not distinguish between static and dynamic geometry.