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dc.contributor.authorPeters, Christophen_US
dc.contributor.editorBinder, Nikolaus and Ritschel, Tobiasen_US
dc.date.accessioned2021-07-05T07:43:53Z
dc.date.available2021-07-05T07:43:53Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14379
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14379
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectColor
dc.subjectshading
dc.subjectshadowing
dc.subjectand texture
dc.titleBRDF Importance Sampling for Linear Lightsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersRendering
dc.description.volume40
dc.description.number8
dc.identifier.doi10.1111/cgf.14379
dc.identifier.pages31-39


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