Abstract
Light portals are useful for accelerating the convergence of Monte Carlo path tracing when rendering interiors. However, they are generally limited to flat polygonal shapes. In this paper, we introduce a new concept that allows existing polygon meshes with arbitrary shaders in a scene to be used as generalized light portals. We also present an efficient sampling method that takes into account the pixel values of the environment map and ray guiding two-dimensional textures that are typically opacity or transparency maps. This novel sampling strategy can be combined with other sampling techniques by using multiple importance sampling.
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Index Terms
Generalized Light Portals
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