Adaptive numerical cumulative distribution functions for efficient importance sampling
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Two stage importance sampling for direct lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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We present a method for cosine-weighted importance sampling of environment maps. Our technique has no runtime overhead. It is well suited for real-time ray tracing and for algorithms that generate only a few shadow rays per primary ray. Both memory consumption and preprocessing time are very low. Basically, our algorithm precomputes a large number of light samples for different surface orientations and picks randomly from them during rendering.