Abstract
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 becoming ever more prevalent with the introduction of ray tracing in standard APIs, as many ray tracing algorithms are based on sampling by nature. This chapter provides a concise list of some useful tricks and methods.
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Shirley, P. et al. (2019). Sampling Transformations Zoo. In: Haines, E., Akenine-Möller, T. (eds) Ray Tracing Gems. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4427-2_16
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DOI: https://doi.org/10.1007/978-1-4842-4427-2_16
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-4426-5
Online ISBN: 978-1-4842-4427-2
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