HFTS (Hybrid Frustum Traced Shadows)

IZB (Irregular Z-Buffers)

NVIDIA ShadowWorks

Real Time Rendering // "With a tile/edge intersection test in place, it is possible to hierarchically traverse a triangle." "Both OCR and UCR can be implemented using tiled traversal by shrinking the tile size to one pixel."

OCR(Overestimated Conservative Rasterization) //Outer-Conservative Rasterization //API中的CR UCR(Underestimated Conservative Rasterization) //Inner-Conservative Rasterization

Implement 32 MSAA By Software —— "Since samples can lie anywhere within a texel, conservative rasterization is required"

To Solve "Perspecrive Aliasing" //One Pixel In Eye-Space Match Large Volume In View Space In the Distance

//To Do List:

//Q: How Shoud We Do If One Pixel In Eye-Space Match More Than One Pixel In Light-Space?
//A: Calculate A Threshould Distance?

References

[Wyman 2015] Chris Wyman, Rama Hoetzlein, Aaron Lefohn. "Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers." I3D 2015.
[Story 2015 A] Jon Story. "Hybrid Ray Traced Shadows". NVIDIA Developer 2015
[Story 2015 B] Jon Story. "Hybrid Ray Traced Shadows". GDC 2015.
[Story 2016 A] Jon Story. "Hybrid Frustum Traced Shadows". NVIDIA Developer 2016
[Story 2016 B] Jon Story. "Advanced Geometrically Correct Shadows for Modern Game Engines". GDC 2016.