An Effective Stratified Sampling Scheme for Environment Maps with Median
Cut Method
Xing Mei
1
, Marc Jaeger
1,2
, Baogang Hu
1
1
LIAMA/NLPR, Institute of Automation, Chinese Academy of Sciences, Beijing, China
2
Laboratoire AMAP, CIRAD, Montpellier, France
xmei@nlpr.ia.ac.cn, jaeger@liama.ia.ac.cn, hubg@nlpr.ia.ac.cn
Abstract
Environment maps are extensively used as natural light
sources in realistic rendering. We propose a stratified sam-
pling scheme for environment maps by first stratifying the
maps into a set of rectangular regions with Median Cut
method, then estimating the contribution of the regions with
Monte Carlo integration techniques. In this way, illumi-
nation, surface reflectance and spatial distribution are all
taken into consideration for the generation of the light sam-
ples. Compared with the existing biased lighting tech-
niques, the presented scheme produces unbiased rendering
results with less noise and better shadow boundaries, par-
ticularly at low sampling rates. The proposed spatial dis-
tribution of the samples also helps to overcome the sample-
clumping problem in traditional illumination-based impor-
tance sampling method. Experimental results indicate that
the scheme is fast, simple to implement and effective.
1. Introduction
Realistic rendering synthetic objects illuminated by envi-
ronment maps is a key issue in image synthesis. Following
early seminar works in [2] [10], Debevec’s study on cap-
turing natural illumination with high dynamic range images
[7] has enabled many new image-based lighting techniques
for direct light computation, which can be classified into
two categories: biased and unbiased.
Most of existing methods, falling into biased methods,
try to stratify the environment maps into a set of regions
and approximate these regions as directional lights. Dif-
ferent rules have been proposed for the stratification of the
maps, such as k-means clustering[1][5], Lloyd’s Relaxation
method[11], and Penrose-based method[13]. With enough
directional lights ’mimicking’ the light environment, biased
techniques produce nice noise-free images. However, if the
number of the lights is relatively low, these techniques may
bring visual artifacts. Approximating each region as a di-
rectional light fails to consider the variation of the surface
reflectance and orientation within the region. If the surface
is highly glossy, inaccurate shading and high light will af-
fect rendering quality. And unwanted banding near shadow
boundaries appears when some directional lights are sud-
denly occluded by the scene geometry. This banding ef-
fect can be decreased by jittering the direction of the lights,
but additional noise and bias are introduced into the render-
ing results. Moreover, the stratification process with biased
methods is usually expensive.
Illumination-based importance sampling is another
widely used technique [14]. This method gives unbiased
rendering results with Monte Carlo estimators. Although
noise is inevitable, it can be combined with Multiple Im-
portance Sampling [16] and Bidirectional Importance Sam-
pling [3] [15] for further noise reduction. Importance
sampling techniques may suffer from the sample-clumping
problem at low sampling rates (see section 3).
Our concern is to produce better shadow boundaries and
more accurate high lights on surfaces than existing biased
methods, and to decrease the effect of the sample-clumping
problem in traditional importance sampling. We therefore
propose an effective stratified sampling scheme for environ-
ment maps by combining the two kinds of techniques: first
stratify the maps into regions with Median Cut method [8],
and then apply sampling techniques on these regions. Basic
concepts about Monte Carlo lighting techniques are given
in Section 2. We describe the stratified sampling scheme in
Section 3, and show the experimental results in Section 4.
Conclusions are given in Section 5.
2. Monte Carlo Direct Lighting
Monte Carlo integration techniques [9] have been shown
to be effective and robust for light computation. The direct
radiance, L
o
, at a surface point p with an outgoing direction
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