Gruen, HolgerBenthin, CarstenWoop, SvenYuksel, Cem and Membarth, Richard and Zordan, Victor2020-10-302020-10-3020202577-6193https://doi.org/10.1145/3406180https://diglib.eg.org:443/handle/10.1145/3406180We propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to quickly determine fully transparent and fully opaque regions of triangles thereby skipping the more expensive alpha-test operation. These bit masks allow us to skip up to 86% of all transparency tests, yielding up to 40% speed up in a proof-of-concept DirectX® software only implementation.Computing methodologiesRay tracing.ray tracingbounding volume hierarchytransparencySub-triangle opacity masks for faster ray tracing of transparent objects10.1145/3406180