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dc.contributor.authorCline, Daviden_US
dc.contributor.authorEgbert, Parris K.en_US
dc.contributor.authorTalbot, Justin F.en_US
dc.contributor.authorCardon, David L.en_US
dc.contributor.editorTomas Akenine-Moeller and Wolfgang Heidrichen_US
dc.date.accessioned2014-01-27T14:55:33Z
dc.date.available2014-01-27T14:55:33Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-35-5en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR06/103-113en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-dimensional Graphics and Realismen_US
dc.titleTwo Stage Importance Sampling for Direct Lightingen_US
dc.description.seriesinformationSymposium on Renderingen_US


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