dc.contributor.author | Ogaki, Shinji | en_US |
dc.contributor.editor | Yuksel, Cem and Membarth, Richard and Zordan, Victor | en_US |
dc.date.accessioned | 2020-10-30T18:18:23Z | |
dc.date.available | 2020-10-30T18:18:23Z | |
dc.date.issued | 2020 | |
dc.identifier.issn | 2577-6193 | |
dc.identifier.uri | https://doi.org/10.1145/3406176 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3406176 | |
dc.description.abstract | Light 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.publisher | ACM | en_US |
dc.subject | Computing methodologies | |
dc.subject | Rendering | |
dc.subject | Ray tracing. | |
dc.subject | illumination | |
dc.subject | ray tracing | |
dc.subject | image based lighting | |
dc.subject | sampling | |
dc.title | Generalized Light Portals | en_US |
dc.description.seriesinformation | Proceedings of the ACM on Computer Graphics and Interactive Techniques | |
dc.description.sectionheaders | High-Performance Rendering | |
dc.description.volume | 3 | |
dc.description.number | 2 | |
dc.identifier.doi | 10.1145/3406176 | |