Dubouchet, Renaud AdrienBelcour, LaurentNowrouzezahrai, DerekMatthias Zwicker and Pedro Sander2017-06-192017-06-192017978-3-03868-045-11727-3463https://doi.org/10.2312/sre.20171193https://diglib.eg.org:443/handle/10.2312/sre20171193We propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling rates across an animation using a samples cache. To do so, we derive frequency bandwidths that account for the complexity of distant lights, visibility, BRDF, and temporal coherence during animation. We finaly apply a cross-bilateral filter when rendering our final images from sparse sets of shading points placed according to our frequency-based oracles (generally < 25% of the pixels, per frame).Frequency Based Radiance Cache for Rendering Animations10.2312/sre.2017119341-53