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dc.contributor.authorOgaki, Shinjien_US
dc.contributor.editorYuksel, Cem and Membarth, Richard and Zordan, Victoren_US
dc.date.accessioned2020-10-30T18:18:23Z
dc.date.available2020-10-30T18:18:23Z
dc.date.issued2020
dc.identifier.issn2577-6193
dc.identifier.urihttps://doi.org/10.1145/3406176
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3406176
dc.description.abstractLight portals are useful for accelerating the convergence of Monte Carlo path tracing when rendering interiors. However, they are generally limited to flat polygonal shapes. In this paper, we introduce a new concept that allows existing polygon meshes with arbitrary shaders in a scene to be used as generalized light portals. We also present an efficient sampling method that takes into account the pixel values of the environment map and ray guiding two-dimensional textures that are typically opacity or transparency maps. This novel sampling strategy can be combined with other sampling techniques by using multiple importance sampling.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing.
dc.subjectillumination
dc.subjectray tracing
dc.subjectimage based lighting
dc.subjectsampling
dc.titleGeneralized Light Portalsen_US
dc.description.seriesinformationProceedings of the ACM on Computer Graphics and Interactive Techniques
dc.description.sectionheadersHigh-Performance Rendering
dc.description.volume3
dc.description.number2
dc.identifier.doi10.1145/3406176


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