Importance Sampling of Many Lights on the GPU
(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:
https://lup.lub.lu.se/record/dd78178a-ce5d-460f-95b2-adc09b4ca142
- author
- Moreau, Pierre LU and Clarberg, Petrik LU
- organization
- publishing date
- 2019-03-18
- 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
- 2024-08-20 13:57:51
@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}}, }