Ray Tracing Gems 2019
DOI: 10.1007/978-1-4842-4427-2_18
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Importance Sampling of Many Lights on the GPU

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 me… Show more

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Cited by 5 publications
(4 citation statements)
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“…By combining the reservoirs from a neighborhood of pixels using RIS, ReSTIR virtually increases the number of reservoirs for each pixel, which dramatically increases the convergence rate. Given scenes with thousands to millions of dynamic lights, ReSTIR can render one to two orders of magnitude faster for the same error compared to the light BVH method [21].…”
Section: Ray Tracing Algorithmmentioning
confidence: 99%
“…By combining the reservoirs from a neighborhood of pixels using RIS, ReSTIR virtually increases the number of reservoirs for each pixel, which dramatically increases the convergence rate. Given scenes with thousands to millions of dynamic lights, ReSTIR can render one to two orders of magnitude faster for the same error compared to the light BVH method [21].…”
Section: Ray Tracing Algorithmmentioning
confidence: 99%
“…Light source sampling The large body of work on sampling of direct illumination in rendering can be roughly divided into techniques which are either concerned with selecting important light sources using a hierarchy [EK18; MPC19; Yuk19], or with sampling points on a chosen light source, e.g. proportional to (projected) solid angle [Arv95; HPM*20; Pet21].…”
Section: Previous Workmentioning
confidence: 99%
“…Lightcuts algorithms [WFA ∗ 05, WABG06, WBKP08, WKB12] aim to approximate illumination under a certain error bound by forming cuts. On the other hand, hierarchical importance sampling is typically used to obtain unbiased estimates [EK18, MC19, MPC19, Pan19, LXY19]. Estevez and Kulla [EK18] introduced a cost metric called the surface area orientation heuristic to cluster nearby and similarly oriented lights, allowing for efficient many‐light sampling.…”
Section: Other Bvh Applicationsmentioning
confidence: 99%
“…Estevez and Kulla [EK18] introduced a cost metric called the surface area orientation heuristic to cluster nearby and similarly oriented lights, allowing for efficient many-light sampling. Their algorithm can also be implemented on GPUs [MC19], and dynamic lighting can be handled with a two-level BVH [MPC19]. Pantaleoni [Pan19] took into account visibility by introducing fixed-size tree cuts.…”
Section: Illumination and Shadow Computationmentioning
confidence: 99%