Real-time Shading with Filtered Importance Sampling

dc.contributor.authorKivanek, Jaroslaven_US
dc.contributor.authorColbert, Marken_US
dc.date.accessioned2015-02-21T17:05:47Z
dc.date.available2015-02-21T17:05:47Z
dc.date.issued2008en_US
dc.description.abstractWe propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral yielding filtered importance sampling, a simple GPU-based rendering algorithm for image-based lighting. Furthermore, we extend the algorithm with real-time visibility computation. Free from any pre-computation, the algorithm supports fully dynamic scenes and, above all, is simple to implement.en_US
dc.description.number4en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01252.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages1147-1154en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2008.01252.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal-time Shading with Filtered Importance Samplingen_US
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