Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the conference on Graphics interface '97
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Realistic ray tracing
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast primitive distribution for illustration
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Unified Approach to Prefiltered Environment Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Structured importance sampling of environment maps
ACM SIGGRAPH 2003 Papers
Efficient illumination by high dynamic range images
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Fast hierarchical importance sampling with blue noise properties
ACM SIGGRAPH 2004 Papers
Efficient BRDF importance sampling using a factored representation
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2006 Papers
Image synthesis using adjoint photons
GI '06 Proceedings of Graphics Interface 2006
Sequential sampling for dynamic environment maps
ACM SIGGRAPH 2006 Sketches
Incremental wavelet importance sampling for direct illumination
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Factoring of multiple function wavelet production sampling
WSEAS TRANSACTIONS on SYSTEMS
Adaptive sampling for environment mapping
Proceedings of the 26th Spring Conference on Computer Graphics
Technical Section: Importance sampling for volumetric illumination of flames
Computers and Graphics
Table-driven adaptive importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Exploiting visibility correlation in direct illumination
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Deterministic importance sampling with error diffusion
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Interactive illumination with coherent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Two stage importance sampling for direct lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Sequential sampling for dynamic environment map illumination
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A Significance Cache for Accelerating Global Illumination
Computer Graphics Forum
Real-time kd-tree based importance sampling of environment maps
Proceedings of the 28th Spring Conference on Computer Graphics
Joint importance sampling of low-order volumetric scattering
ACM Transactions on Graphics (TOG)
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Image-based representations for illumination can capture complex real-world lighting that is difficult to represent in other forms. Current importance sampling strategies for image-based illumination have difficulties in cases where both the illumination and the surface BRDF contain important high-frequency detail – for example, when a specular surface is illuminated by an environment map containing small light sources. We introduce the notion of bidirectional importance sampling, in which samples are drawn from the product distribution of both the surface reflectance and the light source energy. While this approach makes the sample selection process more expensive, we drastically reduce the number of visibility tests required to obtain good image quality. As a consequence, we achieve significant quality improvements over previous sampling strategies for the same compute time.