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Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing

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Rene Kern, Felix Brull, Thorsten Grosch

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Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing presents a 2025 Computer Graphics Forum paper by Rene Kern, Felix Brull, and Thorsten Grosch on real-time deep shadows for semi-transparent media using hardware ray tracing.

It motivates deep shadow rays for smoke-like media, notes that fixed-resolution Deep Shadow Maps struggle with sample placement, and introduces Importance Deep Shadow Maps that allocate samples from camera-view importance. It also proposes a DSM representation built on the ray tracing acceleration structure for many samples per texel. Reported speedups reach about 6.89x versus hardware ray tracing at nearly matching quality.

It is for advanced researchers and engine programmers working on volumetric shadows and hybrid raster plus RT pipelines. Prior knowledge of shadow maps and hardware RT visibility is expected.

Access is through the Eurographics Digital Library item page with a PDF and multimedia supplements from The Eurographics Association and John Wiley and Sons Ltd.

It is useful when comparing adaptive deep shadow maps with all-hits ray tracing for transparent occluders. Link last verified accessible on 2026-09-29. Link last verified accessible on 2026-09-28.