@article {Krivanek:2008:RSF, author = {K{\v{r}}iv{\'a}nek, Jaroslav and Colbert, Mark}, title = {Real-time Shading with Filtered Importance Sampling}, journal = {Computer Graphics Forum}, note = {Eurographics Symposium on Rendering, EGSR~'08}, volume = {27}, number = {4}, publisher = {Blackwell Publishing Ltd}, issn = {1467-8659}, url = {http://dx.doi.org/10.1111/j.1467-8659.2008.01252.x}, doi = {10.1111/j.1467-8659.2008.01252.x}, pages = {1147--1154}, keywords = {I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Color, shading, shadowing, and texture}, year = {2008}, abstract = {We propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral yielding filtered importance sampling, a simple GPU-based rendering algorithm for image-based lighting. Furthermore, we extend the algorithm with real-time visibility computation. Free from any pre-computation, the algorithm supports fully dynamic scenes and, above all, is simple to implement.}, }