Affiliation:
1. Karlsruhe Institute of Technology, Karlsruhe, Germany
Abstract
Stochastic shading with area lights requires methods to sample the light sources. For diffuse materials, the best strategy is to sample proportionally to projected solid angle. Recent work in offline rendering has addressed this problem for spherical light sources, but the solution is unsuitable for a GPU implementation. We present a far more efficient solution. It offers results without noteworthy noise for diffuse surfaces lit by an unoccluded spherical light source while being only two to three times more costly than simple sampling of the solid angle. The core insight of the technique is that a projected spherical cap can be decomposed into, or at least approximated by, cut disks. We present an efficient method to sample cut disks and show how to use it to sample projected spherical caps. In some cases, our method does not sample exactly proportionally to projected solid angle but the deviation is provably bounded.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design,Computer Science Applications
Cited by
9 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献