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hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
hal.structure.identifierLaboratoire Bordelais de Recherche en Informatique [LaBRI]
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
dc.contributor.authorLU, Heqi
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
dc.contributor.authorPACANOWSKI, Romain
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
hal.structure.identifierLaboratoire Bordelais de Recherche en Informatique [LaBRI]
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
dc.contributor.authorGRANIER, Xavier
dc.date.accessioned2023-05-12T11:01:30Z
dc.date.available2023-05-12T11:01:30Z
dc.date.issued2015
dc.identifier.issn1077-2626
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/182047
dc.description.abstractEnThe possibility to use real world light sources (aka luminaires) for synthesizing images greatly contributes to their physical realism. Among existing models, the ones based on light fields are attractive due to their ability to represent faithfully the near-field and due to their possibility of being directly acquired. In this paper, we introduce a dynamic sampling strategy for complex light field luminaires with the corresponding unbiased estimator. The sampling strategy is adapted, for each 3D scene position and each frame, by restricting the sampling domain dynamically and by balancing the number of samples between the different components of the representation. This is achieved efficiently by simple position-dependent affine transformations and restrictions of Cumulative Distributive Functions that ensure that every generated sample conveys energy and contributes to the final result. Therefore, our approach only requires a low number of samples to achieve almost converged results. We demonstrate the efficiency of our approach on modern hardware by introducing a GPU-based implementation. Combined with a fast shadow algorithm, our solution exhibits interactive frame rates for direct lighting for large measured luminaires.
dc.description.sponsorshipAnalyse des opérateurs de transport lumineux et applications - ANR-11-BS02-0006
dc.language.isoen
dc.publisherInstitute of Electrical and Electronics Engineers
dc.subject.enLight Field
dc.subject.enImportance Sampling
dc.subject.enModels of Light Sources
dc.title.enPosition-Dependent Importance Sampling of Light Field Luminaires
dc.typeArticle de revue
dc.identifier.doi10.1109/TVCG.2014.2359466
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]
dc.subject.halInformatique [cs]/Modélisation et simulation
bordeaux.journalIEEE Transactions on Visualization and Computer Graphics
bordeaux.page241 - 251
bordeaux.volume21
bordeaux.hal.laboratoriesLaboratoire Photonique, Numérique et Nanosciences (LP2N) - UMR 5298*
bordeaux.issue2
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionCNRS
bordeaux.peerReviewedoui
hal.identifierhal-01103782
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-01103782v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.jtitle=IEEE%20Transactions%20on%20Visualization%20and%20Computer%20Graphics&rft.date=2015&rft.volume=21&rft.issue=2&rft.spage=241%20-%20251&rft.epage=241%20-%20251&rft.eissn=1077-2626&rft.issn=1077-2626&rft.au=LU,%20Heqi&PACANOWSKI,%20Romain&GRANIER,%20Xavier&rft.genre=article


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