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dc.contributor.authorTokuyoshi, Yusukeen_US
dc.contributor.editorEitan Grinspun and Bernd Bickel and Yoshinori Dobashien_US
dc.date.accessioned2016-10-11T05:31:42Z
dc.date.available2016-10-11T05:31:42Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-024-6
dc.identifier.issn-
dc.identifier.urihttp://dx.doi.org/10.2312/pg.20161328
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pg20161328
dc.description.abstractThis paper proposes a modification of the filtered importance sampling (FIS) method, and improves the quality of virtual spherical Gaussian light (VSGL) based real-time glossy indirect illumination using this modification. The original FIS method produces large overlaps of and gaps between filtering kernels for high-frequency probability density functions (PDFs). This is because the size of the filtering kernel is determined using the PDF at the sampled center of the kernel. To reduce those overlaps and gaps, this paper determines the kernel size using the integral of the PDF in the filtering kernel. Our key insight is that these integrals are approximately constant, if kernel centers are sampled using stratified sampling. Therefore, an appropriate kernel size can be obtained by solving this integral equation. Using the proposed kernel size for FIS-based VSGL generation, undesirable artifacts are significantly reduced with a negligibly small overhead.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectColor
dc.subjectshading
dc.subjectshadowing
dc.subjectand texture
dc.titleModified Filtered Importance Sampling for Virtual Spherical Gaussian Lightsen_US
dc.description.seriesinformationPacific Graphics Short Papers
dc.description.sectionheadersShort Papers
dc.identifier.doi10.2312/pg.20161328
dc.identifier.pages13-18


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