Ray Traced Shadows (Ray Traced Shadows) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). An explanation of next-generation shadow drawing technology that physically traces the line of light from the light source to the pixel (ray tracing) without using any ray tracing, without using any ray tracing, to physically draw real shadows with perfectly accurate outlines that naturally blur as you move away from the light source.
Real-world analogy: A real shadow puppet that stretches a camera photo of a shadow (Shadow Map) and completely stops painting the shadows, instead emits millions of "physical light arrows (rays)" from the light source and instantly paints the exact blind spot blocked by an obstacle black
All CG tricks (such as shadow map bias adjustment) are completely abolished, and shadows are generated by completely inverting the ray vector of a real sun or light bulb. As a result, the base of the object (close contact area) casts an extremely sharp shadow like a knife, and as you move away from it by several meters (further distance), the outline of the shadow becomes smooth and blurred like cotton candy, depending on the physical size of the light source, automatically creating a ``real, exquisite shadow'' that is 100% the same as in the real world.
Illustration: Ray Traced Shadows (Infographic illustrating the basic processing flow and mechanism of ray traced shadows in Japanese in an easy-to-understand manner
Detailed mechanism and operating principle
Switch the graphics pipeline to Ray Traced Shadows to use the GPU's RT cores to calculate fully accurate "light blind spots" from the physical mesh collisions in the scene.