Brüll, FelixKern, RenéGrosch, ThorstenHaines, EricGarces, Elena2024-06-252024-06-252024978-3-03868-262-21727-3463https://doi.org/10.2312/sr.20241160https://diglib.eg.org/handle/10.2312/sr20241160Screen-space ambient occlusion is a popular technique for approximating global illumination in real-time rendering. However, it suffers from artifacts due to the lack of information from the depth buffer. A stochastic depth map [VSE21] can be used to retrieve most of the missing information, but it is not suitable for real-time rendering in large scenes. In this paper, we propose a new stochastic depth map acquisition method powered by hardware ray tracing, which shows better performance characteristics than the previous method. We present further improvements that increase the quality and performance of the stochastic depth map generation. Furthermore, the results are almost indistinguishable from a ground truth solution with all depth samples.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies -> Ray tracing; Rasterization; VisibilityCCS ConceptsComputing methodologies> Ray tracingRasterizationVisibilityRay Traced Stochastic Depth Map for Ambient Occlusion10.2312/sr.2024116010 pages