Lune

SIGGRAPH2021Top-tier venue

BRDF importance sampling for polygonal lights

Christoph Peters

2021Year
14Citations
2Top-tier citations

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.

Ask about this paper

Your agent reads all of it.

Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.

Questions to start from

Your agent calls

Luneget_paper_fulltext

Ask in Lune

Free to start. No credit card required.

lune papers fulltext f4f5d7a0-1b2d-4495-944d-25e744de3e90

Cited by top-tier papers2

Ask how each one uses it

Builds on2

Related papers

Dusk over the sea between two cliffs drawn in fine vertical lines