algorithm used for importance sampling in Vray?

Hi,

Can Vlado or anyone mention which specific importance sampling algorithm is used in Vray for the Dome Light if an HDR env. map is plugged in? Is it based on a particular SIGGRAPH paper? Is it bi-directional, i.e. based on the BRDF of material as well as the energy distribution in the map? Is the Rect Light being treated by the same algorithm?

I am doing research using Vray as the choice of renderer and would like to add in a bit detail on the technical side.

Thanks.

I did not use any particular SIGGRAPH paper for the current implementation (however the algorithm is quite simple and obvious so it’s quite possible it’s described somewhere; I haven’t looked). V-Ray uses multiple importance sampling to blend the results from importance sampling the BRDF and the light separately, rather than sampling the BRDF/light product directly. The texture-mapped rectangle light is treated in a similar way, yes.

Best regards,
Vlado

Thank you so much, Vlado, for the reply and explanation on this.

Cheers,
Jason