Brüll, FelixKern, RenéGrosch, ThorstenEgger, BernhardGünther, Tobias2025-09-242025-09-242025978-3-03868-294-3https://doi.org/10.2312/vmv.20251226https://diglib.eg.org/handle/10.2312/vmv20251226We present a method for computing alias-free, smooth shadows for alpha-tested geometry using a single ray per pixel. Without mipmap filtering, hard shadows from alpha-tested geometry appear very noisy under camera motion. Typically, many ray samples are required to soften the shadows and reduce noise. We propose using mipmaps instead, to achieve a fast and temporally stable solution. To determine the appropriate mipmap level, we introduce novel ray cone operations that account for directional and point light sources.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies → Ray tracing; Antialiasing; VisibilityComputing methodologies → Ray tracingAntialiasingVisibilityAlias-Free Shadows with Ray Cones for Alpha Tested Geometry10.2312/vmv.202512266 pages