Two Stage Importance Sampling for Direct Lighting
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Date
2006Author
Cline, David
Egbert, Parris K.
Talbot, Justin F.
Cardon, David L.
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We describe an importance sampling method to generate samples based on the product of a BRDF and an environment map or large light source. The method works by creating a hierarchical partition of the light source based on the BRDF function for each primary (eye) ray in a ray tracer. This partition, along with a summed area table of the light source, form an approximation to the product function that is suitable for importance sampling. The partition is used to guide a sample warping algorithm to transform a uniform distribution of points so that they approximate the product distribution. The technique is unbiased, requires little precomputation, and we demonstrate that it works well for a variety of BRDF types. Further, we present an adaptive method which allocates varying numbers of samples to different image pixels to reduce shadow artifacts.
BibTeX
@inproceedings {10.2312:EGWR:EGSR06:103-113,
booktitle = {Symposium on Rendering},
editor = {Tomas Akenine-Moeller and Wolfgang Heidrich},
title = {{Two Stage Importance Sampling for Direct Lighting}},
author = {Cline, David and Egbert, Parris K. and Talbot, Justin F. and Cardon, David L.},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-35-5},
DOI = {10.2312/EGWR/EGSR06/103-113}
}
booktitle = {Symposium on Rendering},
editor = {Tomas Akenine-Moeller and Wolfgang Heidrich},
title = {{Two Stage Importance Sampling for Direct Lighting}},
author = {Cline, David and Egbert, Parris K. and Talbot, Justin F. and Cardon, David L.},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-35-5},
DOI = {10.2312/EGWR/EGSR06/103-113}
}