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Incoherent shading also leads to intractable performance with production\u2010scale textures forcing renderers to resort to caching of irradiance, radiosity, and other values to amortize expensive shading. Unfortunately, such caching strategies complicate artist workflow, are difficult to parallelize effectively, and contend for precious memory. Worse, these caches involve approximations that compromise quality. In this paper, we introduce a novel path\u2010tracing framework that avoids these tradeoffs. We sort large, potentially out\u2010of\u2010core ray batches to ensure coherence of ray traversal. We then defer shading of ray hits until we have sorted them, achieving perfectly coherent shading and avoiding the need for shading caches.<\/jats:p>","DOI":"10.1111\/cgf.12158","type":"journal-article","created":{"date-parts":[[2013,7,18]],"date-time":"2013-07-18T11:21:20Z","timestamp":1374146480000},"page":"125-132","update-policy":"https:\/\/doi.org\/10.1002\/crossmark_policy","source":"Crossref","is-referenced-by-count":41,"title":["Sorted Deferred Shading for Production Path Tracing"],"prefix":"10.1111","volume":"32","author":[{"given":"Christian","family":"Eisenacher","sequence":"first","affiliation":[]},{"given":"Gregory","family":"Nichols","sequence":"additional","affiliation":[]},{"given":"Andrew","family":"Selle","sequence":"additional","affiliation":[]},{"given":"Brent","family":"Burley","sequence":"additional","affiliation":[]}],"member":"311","published-online":{"date-parts":[[2013,7,18]]},"reference":[{"key":"e_1_2_8_2_2","doi-asserted-by":"crossref","unstructured":"ArvoJ. 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