
3.7. V oxels 95
the hardware render pass because the hardware render pass may not capture po-
tentially important subpixel regions closer to the camera view that the ray tracer
would have caught otherwise (without this optimization step).
RaytracingontheGPUhasbecomefeasibleduetotheavailabilityofadvanced
fragment shaders [488, 319]. Many of the techniques used for GPU ray tracing
have been adopted from CPU techniques relating to voxel traversal [198, 526, 160]
with a large focus on ray tracing acceleration relating to early ray termination, fast
voxel traversal, and ecient space leaping, usually applying some variants of sparse
octrees[490,70,112,1