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.
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Moreau, P., Clarberg, P. (2019). Importance Sampling of Many Lights on the GPU. In: Haines, E., Akenine-Möller, T. (eds) Ray Tracing Gems. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4427-2_18
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DOI: https://doi.org/10.1007/978-1-4842-4427-2_18
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-4426-5
Online ISBN: 978-1-4842-4427-2
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