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Proceedings ArticleDOI

Spectrally optimal sampling for distribution ray tracing

Donald P. Mitchell
- Vol. 25, Iss: 4, pp 157-164
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TLDR
The technique of nonuniform sampling is extended from two dimensions to include the extra parameter dimensions of distribution ray tracing, and a condition for optimality is suggested, and algorithms for approximating optimal sampling are developed.
Abstract
Nonuniform sampling of images is a useful technique in computer graphics, because a properly designed pattern of samples can make aliasing take the form of high-frequency random noise. In this paper, the technique of nonuniform sampling is extended from two dimensions to include the extra parameter dimensions of distribution ray tracing. A condition for optimality is suggested, and algorithms for approximating optimal sampling are developed. The technique is demonstrated at low sampling densities, so the characteristics of aliasing noise are clearly visible. At supersampling rates, this technique should move noise into frequencies above the passband of the pixel-reconstruction filter.

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Journal ArticleDOI

Monte Carlo techniques for direct lighting calculations

TL;DR: A method for defining a probability density function over a set of Luminaires is presented that allows the direct lighting calculation to be carried out with a number of sample points that is independent of the number of luminaires.
Journal ArticleDOI

Fast hierarchical importance sampling with blue noise properties

TL;DR: The technique is deterministic and very fast; the sampling time grows linearly with the required number of samples, and is versatile enough to be used in a large variety of computer graphics applications, such as light transport calculations, digital halftoning, geometry processing, and various rendering techniques.
Journal ArticleDOI

A spatial data structure for fast Poisson-disk sample generation

TL;DR: A new method for sampling by dart-throwing in O(N log N) time is presented and a novel and efficient variation for generating Poisson-disk distributions in O (N) time and space is introduced.
Journal ArticleDOI

Light Field Reconstruction Using Sparsity in the Continuous Fourier Domain

TL;DR: An approach to reconstruction is proposed that optimizes for sparsity in the continuous Fourier spectrum and can be used to reduce sampling requirements and improve reconstruction quality.
References
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Journal ArticleDOI

The rendering equation

TL;DR: An integral equation is presented which generalizes a variety of known rendering algorithms and a new form of variance reduction, called Hierarchical sampling, which may be an efficient new technique for a wide variety of monte carlo procedures.
Book

An improved illumination model for shaded display

TL;DR: In this article, a tree of "rays" extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources is used to calculate the intensity of the light received by the viewer.
Journal ArticleDOI

An improved illumination model for shaded display

TL;DR: Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction, as well as the effects simulated by conventional shaders.
Proceedings ArticleDOI

Distributed ray tracing

TL;DR: Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.
Book

Stochastic sampling in computer graphics

TL;DR: In this article, it was shown that aliasing artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples, and that frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity.