2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that applying the texture filter after …
Numerically solving partial differential equations (PDEs) is central to many applications in computer graphics and scientific modeling. Conventional methods for solving PDEs often need to discretize the space first, making them less efficient for …
We consider the problem of multiple scattering on Smith microfacets. This problem is equivalent to computing volumetric light transport in a homogeneous slab. Although the symmetry of the slab allows for significant simplification, fully analytic …
Blue noise error patterns are well suited to human perception, and when applied to stochastic rendering techniques, blue noise masks can minimize unwanted low-frequency noise in the final image. Current methods of applying different blue noise masks …
We introduce a general framework for transforming biased estimators into unbiased and consistent estimators for the same quantity. We show how several existing unbiased and consistent estimation strategies in rendering are special cases of this …
Blue noise error patterns are well suited to human perception, and when applied to stochastic rendering techniques, blue noise masks (blue noise textures) minimize unwanted low-frequency noise in the final image. Current methods of applying blue …
The alias method is a well-known algorithm for constant-time sampling from arbitrary, discrete probability distributions that relies on a simple precomputed lookup table. We found many have never learned about this method, so we briefly introduce the …
Reservoir sampling is a family of algorithms that, given a stream of N elements, randomly select a K-element subset in a single pass. Usually, K is defined as a small constant, but N need not be known in advance.
Despite recent advances in Monte Carlo path tracing at interactive rates, denoised image sequences generated with few samples per-pixel often yield temporally unstable results and loss of high-frequency details. We present a novel adaptive rendering …
We present several formulas and methods for generating samples distributed according to a desired probability density function on a specific domain. Sampling is a fundamental operation in modern rendering, both at runtime and in preprocessing. It is …