“Real-time shading with filtered importance sampling” by Colbert and Křivánek

  • ©Mark Colbert and Jaroslav Křivánek




    Real-time shading with filtered importance sampling



    Correct perception of materials requires complex, natural illumination [Fleming et al. 2003]. Thus for material or lighting design applications, realistic, interactive rendering of objects with arbitrary materials under natural illumination is essential. We present a simple and efficient technique for real-time, image-based lighting of objects with spatially-varying, glossy materials. The key to our algorithm is combining BRDF-proportional importance sampling with environment map filtering to attain computationally efficient rendering amenable to the GPU.


    1. Fleming, R. W., Dror, R. O., and Adelson, E. H. 2003. Real-world illumination and the perception of surface reflectance properties. Journal of Vision 3 (July), 347–368.
    2. Kautz, J., Vázquez, P.-P., Heidrich, W., and Seidel, H.-P. 2000. A unified approach to prefiltered environment maps. In 11th Eurographics Workshop on Rendering, Eurographics Association, 185–196.
    3. Ramamoorthi, R., and Hanrahan, P. 2001. An efficient representation for irradiance environment maps. In Proc. of SIGGRAPH 2001, ACM Press.

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