
3. Progressive Rendering Using Multi-frame Sampling 165
mapping, the lights’ surfaces are randomly sampled: For each frame, a random
position on each of the selected lights is used for shadow map rendering as well
as scene lighting and shading. Accumulating multiple frames results in realistic
and aliasing-free soft shadows with large penumbras.
Sampling characteristics Good convergence is achieved by uniformly sampling the
surfaces of all lights. For very large area or volumetric lights, we used an approach
similar to the previously described multi-frame DoF, starting with sampling the
light in its center and slowly progressing toward its edges,