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Importance Sampling of Many Lights on the GPU

Moreau, Pierre LU and Clarberg, Petrik LU (2019) p.255-255
Abstract
The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up possibilities for physically based lighting in real-time rendering. Light importance sampling is one of the fundamental operations in light transport simulations, applicable to both direct and indirect illumination. This chapter describes a bounding volume hierarchy data structure and associated sampling methods to accelerate importance sampling of local light sources. The work is based on recently published methods for light sampling in production rendering, but it is evaluated in a real-time implementation using Microsoft DirectX Raytracing.
Please use this url to cite or link to this publication:
author
and
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
host publication
Ray Tracing Gems
editor
Haines, Eric and Akenine-Möller, Tomas
article number
18
pages
283 pages
publisher
Apress
external identifiers
  • scopus:85071499777
ISBN
978-1-4842-4426-5
978-1-4842-4427-2
DOI
10.1007/978-1-4842-4427-2_18
project
Empirical Heterogeneous System Modeling for Efficient Real-Time Rendering
language
English
LU publication?
yes
id
dd78178a-ce5d-460f-95b2-adc09b4ca142
date added to LUP
2019-04-30 13:39:26
date last changed
2020-10-20 01:29:35
@inbook{dd78178a-ce5d-460f-95b2-adc09b4ca142,
  abstract     = {The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up possibilities for physically based lighting in real-time rendering. Light importance sampling is one of the fundamental operations in light transport simulations, applicable to both direct and indirect illumination. This chapter describes a bounding volume hierarchy data structure and associated sampling methods to accelerate importance sampling of local light sources. The work is based on recently published methods for light sampling in production rendering, but it is evaluated in a real-time implementation using Microsoft DirectX Raytracing.},
  author       = {Moreau, Pierre and Clarberg, Petrik},
  booktitle    = {Ray Tracing Gems},
  editor       = {Haines, Eric and Akenine-Möller, Tomas},
  isbn         = {978-1-4842-4426-5},
  language     = {eng},
  month        = {03},
  pages        = {255--255},
  publisher    = {Apress},
  title        = {Importance Sampling of Many Lights on the GPU},
  url          = {http://dx.doi.org/10.1007/978-1-4842-4427-2_18},
  doi          = {10.1007/978-1-4842-4427-2_18},
  year         = {2019},
}