Nysjö, F.Malmberg, F.Nyström, I.Benes, Bedrich and Hauser, Helwig2020-05-222020-05-2220201467-8659https://doi.org/10.1111/cgf.13762https://diglib.eg.org:443/handle/10.1111/cgf13762Real‐time virtual reality requires efficient rendering methods to deal with high‐ resolution stereoscopic displays and low latency head‐tracking. Our proposed RayCaching method renders isosurfaces of large volume datasets by amortizing raycasting over several frames and caching primary rays as small bricks that can be efficiently rasterized. An occupancy map in form of a clipmap provides level of detail and ensures that only bricks corresponding to visible points on the isosurface are being cached and rendered. Hard shadows and ambient occlusion from secondary rays are also accumulated and stored in the cache. Our method supports real‐time isosurface rendering with dynamic isovalue and allows stereoscopic visualization and exploration of large volume datasets at framerates suitable for virtual reality applications.ray tracingrenderingpoint‐based graphicsrenderingimmersive VRvirtual environments•Computing methodologies → Ray tracing; Visibility; Point‐based models; Virtual realityRayCaching: Amortized Isosurface Rendering for Virtual Reality10.1111/cgf.13762220-230