dc.contributor.author | Ou, Jiawei | en_US |
dc.contributor.author | Xie, Feng | en_US |
dc.contributor.author | Krishnamachari, Parashar | en_US |
dc.contributor.author | Pellacini, Fabio | en_US |
dc.contributor.editor | Fredo Durand and Diego Gutierrez | en_US |
dc.date.accessioned | 2015-02-28T07:36:17Z | |
dc.date.available | 2015-02-28T07:36:17Z | |
dc.date.issued | 2012 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2012.03150.x | en_US |
dc.description.abstract | We present an importance sampling method for the bidirectional scattering distribution function (bsdf) of hair. Our method is based on the multi-lobe hair scattering model presented by Sadeghi et al. [SPJT10]. We reduce noise by drawing samples from a distribution that approximates the bsdf well. Our algorithm is efficient and easy to implement, since the sampling process requires only the evaluation of a few analytic functions, with no significant memory overhead or need for precomputation. We tested our method in a research raytracer and a production renderer based on micropolygon rasterization. We show significant improvements for rendering direct illumination using multiple importance sampling and for rendering indirect illumination using path tracing. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | ISHair: Importance Sampling for Hair Scattering | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |