Questions tagged [sampling]

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How is mipmap level used mathemetically in image sampling?

I am trying to simulate the behavior of "texelFetch()" and so far I've understood the following: If "gvec4 texelFetch(gsampler3D sampler, ivec3 P, int lod)" is given then : result =...
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19 views

Sampling Quad Shape Light Using Spherical Rectangles in Local Space

"An Area-Preserving Parametrization for Spherical Rectangles" paper describes an efficient approach for sampling solid angles for rectangle light sources. I am wondering if The light source ...
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Derivation of Sampling 2d Tent Distribution

I am trying to do the derivation of transforming uniformly distributed 2D points on the unit square into the 2D "tent" distribution below. i.e the standard method of getting the cdf and ...
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1 vote
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How are point and pure directional lights sampled in an unbiased path tracer?

To perform importance sampling on a light source, a probability density function must be provided for the sampling distribution. For most light sources, a valid probability distribution can be found, ...
0 votes
1 answer
97 views

Interpolating poisson disk samples in real time

If I have a regular sampling pattern there typically exist many reasonably fast ways to interpolate the results of the sampling procedure in between the sample locations. For example bilinear or ...
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1 vote
1 answer
55 views

BTF Find Four Closest Sampling Directions

I am trying to use the techniques discussed in this paper to implement a BTF into PBRT. I am stuck on how to actually interpolate the weights of the four closest sampling directions. At the BTF, I ...
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1 answer
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MSAA performance with forward shading

I have done some tests in OpenGL with multisampling, by specifying a multisample buffer as the default framebuffer. I used forward shading for rendering. From what I've observed the more primitives I ...
3 votes
0 answers
39 views

Is this way of transforming QMC samples into barycentric tri coordinates agnostic to mesh-topology?

While I'll try my best to give all relevant info in all possible brevity below, please refer to the spoiler and link at the bottom of the post for the (more lengthy) original description if needed. ...
1 vote
1 answer
91 views

Does film filter introduce bias in path tracing?

Does using box or gaussian filter introduce bias to the image when reconstructing the pixel? Bias does not seem to be talked in the Chapter 7.8 of PBRT
2 votes
1 answer
34 views

Algorithm for proper drawing of cosine function

I am working with the cosine function with a very large input, like cos(a* t), where t varies between ...
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1 vote
1 answer
311 views

How does the GPU know whether to magnify/minify?

Let me first state what I think I know and please correct me if I'm too inaccurate or plainly wrong. When you use a function like texture, you're requesting a texel value given a pair (u,v) of texture ...
2 votes
1 answer
533 views

Importance sampling a cosine distribution

Let's take a look at this blog article - https://schuttejoe.github.io/post/ggximportancesamplingpart1/ and image presented as a result of implementing it: Inside above link, you can see description ...
1 vote
1 answer
201 views

Path tracing - cannot converge diffuse sampling + oversaturation

I'm in process of creating progressive path tracer using DX12 + DXR. I managed to create working raytracing code + pathtracing code with multiple bounces but I'm experiencing problems stated below (...
2 votes
1 answer
175 views

Path Integral Form with Path Tracing

The description is going to be long and detailed, thanks in advance for your patience! I am learning the path integral form of light transport equation(LTE) to be able to follow recent rendering ...
2 votes
3 answers
620 views

How to Sample 3D Points Outside and Inside the Mesh Surface

I have a mesh of an object enclosed in unit volume cube and I would like to sample points inside and outside the mesh surface. What are the different ways of doing it? Is there any sample code ...
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4 votes
1 answer
211 views

How do I make sure my cosine-weighted sampling works fine?

I'm working on a pathtracer and while it's working mostly fine, I'm getting different outputs with cosine-weighted sampling and uniform sampling : Uniform sampling is on the left, cosine-weighted is ...
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1 vote
2 answers
137 views

What's more optimal - sampling one channel at a time or all channels at once?

I'm going through and optimizing some of my glsl code for a project, and have come across a scenario several times that I am not sure how best to optimize. In summary - Is it faster to sample a ...
3 votes
1 answer
460 views

Analytical derivative of a 3D Simplex Noise field

I am using Simplex Noise to generate a 3D field. The specific implementation is FastNoise-SIMD. Assume I want to have a gradient (or derivative) for a sample at Sx, Sy, Sz in that field. Do I ...
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1 vote
1 answer
269 views

Calculate BRDF and PDF when doing direct light sampling

I learned in PBRT that to sample direct lighting for a surface a integrator usually calculates the sample as $$ Sample = \frac{L_d(p,\omega_r) f(p,\omega_o,\omega_r)|cos\theta_i|}{p(\omega_r)} $$ ...
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Birectional path tracing - connection of paths

I have a few questions about setting up a bidirectional path tracer described by Veach here. I have created both an eye path and a light path. Both are using BRDF for calculating how much light can ...
1 vote
0 answers
52 views

How to handle negative reflection directions in raytracing?

I got a function that generates samples from a GGX visible normal distribution function. When I use it to calculate reflection directions obviously some of these intersect with the surface agin (...
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2 votes
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54 views

Quantify the variance of pixel measurements

Say $E_j$ is an estimator of the value $$I_j=\int f_j\:{\rm d}\lambda$$ of the $j$th pixel given by the path space integral of the corresponding measurement contribution function $f_j$. $f_j$ is of ...
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1 vote
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GPU Procedural placement - Creating evenly distributed sampling points

I am working on a procedural placement system on the GPU, inspired by the work done by Guerrilla Games in Horizon Zero Dawn: https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-...
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1 vote
1 answer
53 views

Mapping sample to a disk

So I have been reading this wonderful book on ray tracing by Kevin Suffern, Ray tracing from Ground Up. I am reading this book after finishing Peter Shirley's first two book on ray tracing & ...
1 vote
1 answer
296 views

Multiple samples per pixel and texture blurring

As far as I know path tracers (or super-sampling antialiasing) typically calculate the final color of a single pixel by averaging the result of all samples taken inside that pixel. This gives a nice ...
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1 answer
204 views

How to calculate the PDF of a multi-lobe BSDF

In PBRT, a BSDF is represented as an array of BxDF lobes. Each lobe sets a bitflag representing what kind of lobe it is. (Specular, Diffuse, Reflection, Transmission, etc.) I'm investigating how PBRT ...
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Drawing non-uniform samples from uniform density

To calculate the cartesian coordinates for scattering rays over a hemisphere based on cosine-weighted importance sampling, one method can be to obtain the marginal and conditional PDF for the polar ...
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2 votes
1 answer
336 views

computing derivatives of sampled data

I am trying to calculate the derivatives of a sampled data set by following an example in this book. The data is a set of 2d quads(green area in below) and their vertices(4 each). The data is in the ...
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3 votes
2 answers
829 views

What does texture resolve mean?

In the context of render targets or textures, what does "resolve" mean? For example: To resolve a color texture. From my understanding, it seems to mean, "copy but process/convert at the same time", ...
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1 vote
0 answers
399 views

What is the difference between post-/pre- sampling, aliasing, filtering and processing?

What is the difference between post-/pre- sampling, aliasing, filtering and processing? How do the terms post-/pre-aliasing, post-/pre-processing, post-/pre-sampling and post-/pre-filtering relate to ...
4 votes
0 answers
561 views

Proper way of consuming stratified samples in path/ray tracing

I'm working on a (toy-level) path/ray-tracer, currently trying to implement (and understand) improved sampling strategies. The obvious next choice after uniform random sampling would be stratified/...
2 votes
1 answer
595 views

Downscaling texture via mipmap [DirectX 11]

I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with texture containing original rendered ...
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5 votes
0 answers
440 views

Where do "fireflies" come from?

I'm using a renderer developed by other people, and I found there are fireflies. It is strange that in a completely diffuse scene, there are still fireflies presented. To my understanding, I think it ...
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1 vote
0 answers
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Anti aliasing thin features in textures

Assume I have a texture with a repeating line pattern. The lines are exactly 2 texels wide (really thin). Ans very spaced out (50 texels in between each line). I am now struggling with the ...
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2 votes
1 answer
585 views

Naive Path tracer produces much darker images than Explicit light sampling

So I just thought of comparing the results from a Naive Path tracer and one using Next Event Estimation aka Explicit Direct Light Sampling. However the results from the Naive PT are very dark. Is ...
4 votes
1 answer
431 views

High variance in path tracing specular objects

I'm testing my path tracer for specular surfaces. Images rendered with my own code have very noisy appearance, and I think they look like variance. I use point light and the bunny is of mirror ...
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4 votes
1 answer
119 views

Does MRG32k3a compare well with PCG and Xorshift256*?

I've been using standard 32-bit Xorshift in my GPU path-tracer for a while, following Nathan Reed's approach with hashed seeds and decorrelated state. I (finally) discovered today that Xorshift is ...
0 votes
1 answer
115 views

Choosing corner values for trilinear interpolation

I'm caching distances for SDF functions in volume textures for faster rendering, and I'd like to use trilinear interpolation for smoother edges. I know that I'll need distance values at each corner; ...
1 vote
1 answer
388 views

Path tracer isn't converging

So I just completed a naive path tracer that uses explicit direct light sampling. Problem is the path tracer isn't converging. It's like a raytracer, showing a single image on each pass. More info on ...
4 votes
1 answer
791 views

PDF when sampling from Rectangular Area Lights

So I was reading up on how to sample Rectangular Area lights, and the procedure is pretty straightforward. That is, I can get random points using the equation. $ p = X_o + \epsilon_1V_1 + \...
3 votes
1 answer
250 views

Path Tracer - sampling dimensions confusion

Suppose my path tracer is shooting 64 rays per pixel (in an 8x8 grid). The confusion is, when accounting for Global illumination, should I shoot additional X number ...
0 votes
0 answers
1k views

YUV (NV12) Chroma subsampling while converting from RGB image

I convert RGB input to YUV 420 semi-planar output using compute shader.Luma plane is straightforward as it maps 1:1 with RGB dimensions. As we know, NV12 packs Cb and Cr into one plane, which means ...
3 votes
2 answers
597 views

Making low discrepancy sequence noise textures, not LDS sample positions

When making sampling locations, there is a lot of information out there on how to do white noise sampling, uniform sampling, uniform+jittered sampling, low discrepancy sequence sampling (eg halton) ...
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7 votes
2 answers
3k views

Mitchell's Best Candidate Algorithm

I'm trying to generate an image where black dots are arranged in a blue noise distribution on a white background. I know that there are other ways to do this, one of the best being "Fast Capacity ...
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1 vote
1 answer
966 views

Bilinear Interpolation

I am trying to implement bilinear interpolation as described in the paper Spatial Tranformer Networks by Jaderberg et. al (see link to paper). They describe bilinear interpolation in Equation 5 as: $$...
2 votes
1 answer
264 views

Upscaling 720p to 1080p vs upscaling 768p to 1080p

Suppose I can run some graphics in 1366x768 equally well as 1280x720, and I have a 1920x1080 monitor. There are more pixels in 1366x768 than in 1280x720. However, in 1280x720, a 2x2 grid of pixels ...
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1 vote
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Nearest depth upsampling

Nvidia in this article presented a way to upsample low res buffer to full res buffer called Nearest Depth Upsampling. This works by comparing four depth values from downsampled low res depth buffer ...
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1 vote
0 answers
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An example of Combining Stratified Sampling and Importance Sampling in AGI

Being confused about the example of Combining Stratified Sampling and Importance Sampling in Advanced Global Illumination (P72,P73). I know how to do importance sampling and stratified sampling. But ...
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1 vote
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Sample Correlation and Random Variables -- An Intuitive Explanation?

I'm mainly trying to understand what it means for Monte Carlo samples to be correlated. Can somebody fit this into the theory of what I know about random variables, covariance and correlation? And ...
4 votes
1 answer
702 views

About the use of Russian Roulette in Smallpt

I was taking a look at Smallpt (http://www.kevinbeason.com/smallpt), more specifically at the Russian Roulette part. Actually, RR is used in two places along the code: first, to determine ray ...
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