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Sampling Projected Spherical Caps in Real Time
Author(s) -
Christoph Peters,
Carsten Dachsbacher
Publication year - 2019
Publication title -
proceedings of the acm on computer graphics and interactive techniques
Language(s) - English
Resource type - Journals
ISSN - 2577-6193
DOI - 10.1145/3320282
Subject(s) - solid angle , rendering (computer graphics) , sample (material) , sample mean and sample covariance , sampling (signal processing) , bounded function , computer science , optics , mathematics , computer graphics (images) , physics , computer vision , mathematical analysis , statistics , estimator , detector , thermodynamics , filter (signal processing)
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.

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