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Light Sampling in Quake 2 Using Subset Importance Sampling

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Abstract

In the context of path tracing, to compute high-quality lighting fast, good stochastic light sampling is just as important as light culling is in the context of raster graphics. In order to enable path tracing in Quake 2, multiple solutions were evaluated. Here, we describe the light sampling solution that ended up in the public release. We also discuss its relation to more recent approaches like ReSTIR [4], real-time path guiding [11], and stochastic lightcuts [19]. Finally, we leverage the power of variance reduction techniques known from offline rendering, by providing an extension of our stochastic light sampling technique that allows use of multiple importance sampling (MIS). The resulting algorithm can be seen as a variant of stochastic MIS, which was recently proposed in the framework of continuous MIS [34]. To this end, we derive additional theory to introduce pseudo-marginal MIS, allowing for effective variance reduction by marginalization with respect to only parts of the sampling process.

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Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits any noncommercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if you modified the licensed material. You do not have permission under this license to share adapted material derived from this chapter or parts of it.

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Zirr, T. (2021). Light Sampling in Quake 2 Using Subset Importance Sampling. In: Marrs, A., Shirley, P., Wald, I. (eds) Ray Tracing Gems II. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-7185-8_47

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