BRDF Importance Sampling for Linear Lights
dc.contributor.author | Peters, Christoph | en_US |
dc.contributor.editor | Binder, Nikolaus and Ritschel, Tobias | en_US |
dc.date.accessioned | 2021-07-05T07:43:53Z | |
dc.date.available | 2021-07-05T07:43:53Z | |
dc.date.issued | 2021 | |
dc.description.abstract | We introduce an efficient method to sample linear lights, i.e. infinitesimally thin cylinders, proportional to projected solid angle. Our method uses inverse function sampling with a specialized iterative procedure that converges to high accuracy in only two iterations. It also allows us to sample proportional to a linearly transformed cosine. By combining both sampling techniques through suitable multiple importance sampling heuristics and by using good stratification, we achieve unbiased diffuse and specular real-time shading with low variance outside penumbrae at two samples per pixel. Additionally, we provide a fast method for solid angle sampling. | en_US |
dc.description.number | 8 | |
dc.description.sectionheaders | Rendering | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 40 | |
dc.identifier.doi | 10.1111/cgf.14379 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 31-39 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.14379 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf14379 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | I.3.7 [Computer Graphics] | |
dc.subject | Three Dimensional Graphics and Realism | |
dc.subject | Color | |
dc.subject | shading | |
dc.subject | shadowing | |
dc.subject | and texture | |
dc.title | BRDF Importance Sampling for Linear Lights | en_US |
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