Real-time Shading with Filtered Importance Sampling
Abstract
We propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral yielding filtered importance sampling, a simple GPU-based rendering algorithm for image-based lighting. Furthermore, we extend the algorithm with real-time visibility computation. Free from any pre-computation, the algorithm supports fully dynamic scenes and, above all, is simple to implement.
BibTeX
@article {10.1111:j.1467-8659.2008.01252.x,
journal = {Computer Graphics Forum},
title = {{Real-time Shading with Filtered Importance Sampling}},
author = {Kivanek, Jaroslav and Colbert, Mark},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01252.x}
}
journal = {Computer Graphics Forum},
title = {{Real-time Shading with Filtered Importance Sampling}},
author = {Kivanek, Jaroslav and Colbert, Mark},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01252.x}
}