Two Stage Importance Sampling for Direct Lighting
dc.contributor.author | Cline, David | en_US |
dc.contributor.author | Egbert, Parris K. | en_US |
dc.contributor.author | Talbot, Justin F. | en_US |
dc.contributor.author | Cardon, David L. | en_US |
dc.contributor.editor | Tomas Akenine-Moeller and Wolfgang Heidrich | en_US |
dc.date.accessioned | 2014-01-27T14:55:33Z | |
dc.date.available | 2014-01-27T14:55:33Z | |
dc.date.issued | 2006 | en_US |
dc.description.abstract | We describe an importance sampling method to generate samples based on the product of a BRDF and an environment map or large light source. The method works by creating a hierarchical partition of the light source based on the BRDF function for each primary (eye) ray in a ray tracer. This partition, along with a summed area table of the light source, form an approximation to the product function that is suitable for importance sampling. The partition is used to guide a sample warping algorithm to transform a uniform distribution of points so that they approximate the product distribution. The technique is unbiased, requires little precomputation, and we demonstrate that it works well for a variety of BRDF types. Further, we present an adaptive method which allocates varying numbers of samples to different image pixels to reduce shadow artifacts. | en_US |
dc.description.seriesinformation | Symposium on Rendering | en_US |
dc.identifier.isbn | 3-905673-35-5 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGWR/EGSR06/103-113 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-dimensional Graphics and Realism | en_US |
dc.title | Two Stage Importance Sampling for Direct Lighting | en_US |
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