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BRDF importance sampling for polygonal lights

Published: 19 July 2021 Publication History

Abstract

With the advent of real-time ray tracing, there is an increasing interest in GPU-friendly importance sampling techniques. We present such methods to sample convex polygonal lights approximately proportional to diffuse and specular BRDFs times the cosine term. For diffuse surfaces, we sample the polygons proportional to projected solid angle. Our algorithm partitions the polygon suitably and employs inverse function sampling for each part. Inversion of the distribution function is challenging. Using algebraic geometry, we develop a special iterative procedure and an initialization scheme. Together, they achieve high accuracy in all possible situations with only two iterations. Our implementation is numerically stable and fast. For specular BRDFs, this method enables us to sample the polygon proportional to a linearly transformed cosine. We combine these diffuse and specular sampling strategies through novel variants of optimal multiple importance sampling. Our techniques render direct lighting from Lambertian polygonal lights with almost no variance outside of penumbrae and support shadows and textured emission. Additionally, we propose an algorithm for solid angle sampling of polygons. It is faster and more stable than existing methods.

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cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 40, Issue 4
August 2021
2170 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/3450626
Issue’s Table of Contents
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Publication History

Published: 19 July 2021
Published in TOG Volume 40, Issue 4

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Author Tags

  1. LTC
  2. Monte Carlo integration
  3. light sampling
  4. linearly transformed cosines
  5. next event estimation
  6. optimal MIS
  7. polygonal lights
  8. projected solid angle sampling
  9. real-time ray tracing
  10. rendering
  11. solid angle sampling
  12. spherical polygons
  13. spherical triangles

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