Peters, ChristophBinder, Nikolaus and Ritschel, Tobias2021-07-052021-07-0520211467-8659https://doi.org/10.1111/cgf.14379https://diglib.eg.org:443/handle/10.1111/cgf14379We introduce an efficient method to sample linear lights, i.e. infinitesimally thin cylinders, proportional to projected solid angle. Our method uses inverse function sampling with a specialized iterative procedure that converges to high accuracy in only two iterations. It also allows us to sample proportional to a linearly transformed cosine. By combining both sampling techniques through suitable multiple importance sampling heuristics and by using good stratification, we achieve unbiased diffuse and specular real-time shading with low variance outside penumbrae at two samples per pixel. Additionally, we provide a fast method for solid angle sampling.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismColorshadingshadowingand textureBRDF Importance Sampling for Linear Lights10.1111/cgf.1437931-39