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Stochastic sampling in computer graphics

Published: 01 January 1986 Publication History

Abstract

Ray tracing, ray casting, and other forms of point sampling are important techniques in computer graphics, but their usefulness has been undermined by aliasing artifacts. In this paper it is shown that these artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples. If the samples occur at appropriate nonuniformly spaced locations, frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity. This noise is much less objectionable to our visual system than aliasing. In ray tracing, the rays can be stochastically distributed to perform a Monte Carlo evaluation of integrals in the rendering equation. This is called distributed ray tracing and can be used to simulate motion blur, depth of field, penumbrae, gloss, and translucency.

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Reviews

William C. Lindow

This paper provides a very general summary of how stochastic sampling of an image reduces aliasing but adds noise to the resulting image. The reader is forced to accept the author's viewpoint because he provides no reasoning or rationale, with hard information, on why this form of sampling was developed or how. This makes it difficult for the reader to verify any of the author's statements and conclusions, follow up on the topic, or apply the sampling technique to actual images. A large bibliography is provided, which leaves it up to the reader to do the same research in order to arrive at the same conclusions. A quick review of discrete sampling of an image in computer graphics is presented, along with how uniform point sampling results in aliasing. Then, using the human eye as a basis, the author briefly discusses a Poisson disk distribution as a good random, nonuniform sampling distribution. The technique of jittering (adding noise to a sample location) is discussed in general terms, including how it can approximate a Poisson disk distribution. Jittering that is applied to distributed ray tracing is presented in general terms. The paper concludes with “examples” that are simply the results of stochastic sampling. The author provides little information about how this discrete sampling method is actually used to generate the pictures.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 5, Issue 1
Jan. 1986
72 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/7529
  • Editor:
  • R. Daniel Bergeron
Issue’s Table of Contents

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 January 1986
Published in TOG Volume 5, Issue 1

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  • (2024)Converging Algorithm-Agnostic Denoising for Monte Carlo RenderingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36753847:3(1-16)Online publication date: 9-Aug-2024
  • (2024)Mob-FGSR: Frame Generation and Super Resolution for Mobile Real-Time RenderingACM SIGGRAPH 2024 Conference Papers10.1145/3641519.3657424(1-11)Online publication date: 13-Jul-2024
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