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Multiple Importance Sampling (MIS)

RayON's path tracer originally used pure BSDF sampling: at each bounce the material chose a scattered direction and the path continued, hoping to eventually hit a light source by chance. For scenes with small, bright area lights this produces extreme variance — most paths never reach the light, and the rare paths that do are enormously bright, creating fireflies.

Multiple Importance Sampling solves this by combining two complementary sampling strategies and weighting each one by how well-suited it is to the situation.


Why two strategies?

Strategy What it samples When it wins
BSDF sampling Direction drawn from the material scatter distribution Specular / mirror surfaces, smooth environment transitions
NEE (Next Event Estimation) Direction toward a randomly chosen area light Diffuse surfaces illuminated by small, bright lights

Neither strategy dominates in all cases. MIS blends them so the final estimator has lower variance than either strategy alone, with no double-counting and no energy loss.


The rendering equation (brief recap)

At each surface point the outgoing radiance is:

\[ L(x, \omega_o) = L_e(x, \omega_o) + \int_\Omega f(x, \omega_i, \omega_o)\, L_i(x, \omega_i)\, |\cos\theta_i|\, \mathrm{d}\omega_i \]

A path tracer approximates this integral by Monte Carlo sampling. With pure BSDF sampling the single-bounce estimator is:

\[ \hat{L} = \frac{f(\omega_o, \omega_i) \cdot L_i \cdot |\cos\theta_i|}{p_\text{BSDF}(\omega_i)} \]

With MIS we instead compute two independent estimates — one via BSDF, one via NEE — and combine them with weights \(w_a\) and \(w_b\):

\[ \hat{L}_\text{MIS} = \frac{f \cdot L_e^{(\text{nee})} \cdot |\cos\theta|}{p_\text{light}} \cdot w_\text{light} \;+\; \frac{f \cdot L_e^{(\text{bsdf})} \cdot |\cos\theta|}{p_\text{BSDF}} \cdot w_\text{BSDF} \]

Both terms are unbiased; combining them reduces variance.


The power heuristic

The power heuristic (Veach & Guibas, 1995) is the standard MIS weighting function. With \(\beta = 2\) (the most common choice) it reduces to:

\[ w_a(p_a, p_b) = \frac{p_a^2}{p_a^2 + p_b^2} \]

No powf() call is needed — squaring is sufficient and the formula is numerically stable even when one PDF approaches zero.

// as written in both kernels
float a = pdf_a * pdf_a;
float b = pdf_b * pdf_b;
float w = a / (a + b);

Intuition: if the light PDF is much larger than the BSDF PDF for a given direction, NEE was the strategy that generated that sample most easily, so it gets most of the credit. If the BSDF PDF is much larger (e.g. a specular spike), the BSDF sample gets most of the credit.


Algorithm: iterative path tracer with MIS

Both GPU kernels (cuda_raytracer.cuh and the ray-generation program of optix_programs.cu) implement the same loop. Below is a commented walkthrough of one path:

for each bounce:

  1. Trace current_ray → hit record (or sky)

  2. EMISSIVE HIT — apply MIS weight
     ─────────────────────────────────
     Le = rec.material.emitted()

     if bounce == 0 or previous bounce was specular:
         w = 1.0        ← full contribution (no prior NEE could have sampled this)
     else:
         light_pdf = lights.pdf_value(prev_origin, current_direction)
         w = power_heuristic(prev_bsdf_pdf, light_pdf)

     accumulated += throughput * Le * w

  3. BSDF SCATTER — sample next direction
     ──────────────────────────────────────
     srec = material.scatter_mis(ray, rec)
     if !srec: break     ← absorbed / terminal

  4. NEE — direct light sampling (skip for delta BSDFs)
     ───────────────────────────────────────────────────
     if not srec.is_specular and lights not empty:
         direction = lights.random_direction(rec.p)
         light_pdf = lights.pdf_value(rec.p, direction)

         shadow_ray = Ray(rec.p + ε·n, direction)
         if world.hit(shadow_ray) hits a LIGHT:
             f       = material.eval_bsdf(ray, rec, direction)
             cos_θ   = dot(direction, rec.normal)
             p_mat   = material.scatter_pdf(ray, rec, direction)
             w_nee   = power_heuristic(light_pdf, p_mat)

             accumulated += throughput * f * Le_nee * cos_θ * w_nee / light_pdf

  5. ADVANCE PATH
     ─────────────
     if srec.is_specular:
         throughput    *= srec.bsdf_value
         prev_bsdf_pdf  = 1.0          ← delta: infinite PDF → weight = 1
         prev_specular  = true
     else:
         cos_θ          = dot(scatter_dir, rec.normal)
         throughput    *= srec.bsdf_value * cos_θ / srec.pdf
         prev_bsdf_pdf  = srec.pdf
         prev_specular  = false

     current_ray = srec.scattered

Key invariant

prev_bsdf_pdf tracks the PDF of the BSDF sampling decision that produced current_ray. When that ray hits an emissive surface at the next bounce, this stored PDF is used to compute the MIS weight (step 2), preventing double-counting with NEE.


What the materials provide

For MIS a material has to answer two questions beyond "give me a scattered direction": what is the BSDF value for an arbitrary direction, and what is the probability that the material's own sampler would have chosen it. The scattering code therefore returns the BSDF value and the PDF separately instead of the pre-divided attenuation; the PDF is kept for the MIS weight at the next emissive hit.

Lambertian — full MIS support

\[ f(\omega_o, \omega_i) = \frac{\rho}{\pi} \qquad p(\omega_i) = \frac{\max(0, \cos\theta)}{\pi} \qquad \texttt{is\_specular} = \text{false} \]

Sampling uses Malley's method (uniform disk → hemisphere projection). Because \(f \cdot \cos\theta / p = (\rho/\pi) \cdot \cos\theta / (\cos\theta/\pi) = \rho\), the throughput simplifies to the albedo in the pure-BSDF path — exactly as before. The explicit form is only needed for NEE evaluation and MIS weights.

Other materials

Mirrors, glass, anisotropic GGX metals and thin films are treated as delta (or near-delta) BSDFs: they skip NEE and get a weight of 1 when they hit a light, which is correct for a perfect mirror and a reasonable approximation for the glossy ones. On the OptiX back-end the clear coat and the SDF material also take shadow rays (the diffuse base of the clear coat benefits most; treating it as delta produced a visible bias that was fixed in October 2026). Volumes sample the lights from every scattering event with the phase function as the BSDF.


Light sampling (NEE)

Area PDF → solid-angle PDF

NEE samples a point uniformly on the surface of a light and converts the area-measure PDF to a solid-angle-measure PDF:

\[ p_\Omega = p_A \cdot \frac{d^2}{|\cos\theta_L|} \]

where \(d\) is the distance from the shading point to the sampled point and \(\theta_L\) is the angle between the light normal and the direction toward the shading point.

Rectangle lights

  1. Sample \((u_1, u_2) \sim U[0,1]^2\) → \(P = \text{corner} + u_1\,\mathbf{u} + u_2\,\mathbf{v}\)
  2. Area \(= |\mathbf{u} \times \mathbf{v}|\)
  3. \(\displaystyle p_\Omega = \frac{d^2}{|\cos\theta_L| \cdot A}\)

Sphere lights (cone sampling)

Sphere lights subtend a cone of half-angle \(\theta_\text{max} = \arcsin(R / d)\) from the shading point. Sampling uniformly within this cone is more efficient than uniform surface sampling:

  1. \(\cos\theta_\text{max} = \sqrt{1 - R^2/d^2}\)
  2. \(\cos\theta \sim U[\cos\theta_\text{max},\, 1]\)
  3. Solid angle \(= 2\pi(1 - \cos\theta_\text{max})\)
  4. \(\displaystyle p_\Omega = \frac{1}{2\pi(1 - \cos\theta_\text{max})}\)

Mixture distribution over multiple lights

When a scene has \(N\) lights, RayON builds a cumulative area CDF over them. At each shading point one light is selected proportionally to its area, then a point is sampled on it. The combined solid-angle PDF is:

\[ p_\text{total}(\omega) = \sum_{i=1}^{N} p_\text{select}(i) \cdot p_{\Omega,i}(\omega) \]

The area CDF is stored in scene.light_cdfs[] (CUDA) and params.light_cdfs[] (OptiX) and gives area-proportional selection; the solid-angle PDF of a direction towards a given light is evaluated the same way for the MIS weight of an emitter hit.

The HDR sky as a light (OptiX)

In the OptiX interactive mode an HDR sky is one more NEE target: a 2D distribution proportional to luminance × sin θ over a downsampled lat-long grid (marginal CDF over the rows, conditional CDF per row) picks a direction, and a ray that escapes to the sky after a diffuse bounce is MIS-weighted against that pdf. With emitters in the scene, the sky and the light list each receive half of the NEE samples. See HDR Sky Dome — Sky importance sampling.


GPU implementation

Light tracking in CudaScene::Scene

struct Scene {
    // … existing fields …
    int   *light_indices; // indices into geometries[] for LIGHT materials
    int    num_lights;
    float *light_cdfs;   // cumulative area CDF [num_lights + 1]
};

These arrays are populated at scene build time in scene_builder_cuda.cu by scanning all geometry for MaterialType::LIGHT.

Shadow rays

CUDA: hit_scene_shadow() is an early-exit BVH traversal that returns as soon as any geometry occludes the segment, with a shallow stack, about half the cost of a closest-hit query. OptiX: shadow rays use the OPTIX_RAY_FLAG_TERMINATE_ON_FIRST_HIT path with a slim payload, and triangles are tested by the RT cores. Through a volume, the shadow ray's transmittance is estimated by ratio tracking instead of a binary hit.

BSDF evaluation and PDF

On CUDA the explicit BSDF is implemented for Lambertian (every other material is delta via is_delta_material()); OptiX adds the SDF material and the clear coat:

__device__ f3 eval_bsdf_gpu(const hit_record_simple &rec, const f3 &wi)
{
    if (rec.material == LAMBERTIAN)
        return rec.color / M_PI;
    return f3(0);
}

__device__ float scatter_pdf_gpu(const hit_record_simple &rec, const f3 &wi)
{
    if (rec.material == LAMBERTIAN)
        return max(0.f, dot(wi, rec.normal)) / M_PI;
    return 0.0f;
}

MIS weight for emissive hits

When the BSDF-sampled path hits a LIGHT surface at bounce \(b > 0\), the MIS weight requires the solid-angle PDF that NEE would have assigned to the same direction from the previous hit point. This is computed by light_dir_pdf_gpu(), which looks up the geometry in the light list and evaluates the appropriate solid-angle PDF (rectangle or sphere).


Expected variance reduction

Scene type Typical variance reduction Equivalent sample reduction
Interior, small area lights Very high 10–50×
Mixed diffuse + specular High 5–20×
Outdoor with HDR (diffuse) Moderate 2–3×
Pure mirror / glass None (MIS skipped) 0×

Performance cost

NEE adds one shadow ray per non-specular bounce. Shadow rays cost roughly 40–60 % of a full hit_scene() call (early-exit BVH). For a typical 8-bounce path with 2 diffuse bounces, the total ray count increases by ~25–40 %.

Break-even point

At 10× variance reduction, the same noise level is achieved with 10× fewer samples. Paying 40 % more per sample still yields a ~7× wall-clock speedup.


Verification

  1. Furnace test — 15_mis_furnace_test.yaml: diffuse spheres in a uniform radiance environment. A sphere with albedo 1 must vanish against the background; any bias indicates an energy leak in the MIS weights.

  2. Light count at startup — the OptiX backend prints the lights it uploads:

    OptiX NEE: 1 lights uploaded (total area 0.05)
    

  3. CUDA / OptiX consistency — render a scene with both backends at high sample counts. Mean pixel values should agree to within statistical noise.

  4. Variance comparison — render a Cornell-box-style scene at 64 spp with and without MIS. The MIS image should show dramatically lower noise around shadow edges and on diffuse surfaces facing the light.


Visual comparison

The renders below isolate the effect of enabling MIS while keeping the Sobol' sampler fixed — so all noise differences come from Next-Event Estimation alone. Drag the slider to compare.

Caustics chapel (512 SPP)

No MIS MIS on Caustics — Sobol', no MIS Caustics — Sobol', MIS on

Left: MIS off  |  Right: MIS on — Sobol' sampler, 512 SPP. MIS eliminates the firefly hot-spots and resolves the diffuse wall illumination correctly.

Default scene — area light only (64 SPP)

No MIS MIS on Default scene — Sobol', no MIS Default scene — Sobol', MIS on

Left: MIS off  |  Right: MIS on — Sobol' sampler, 64 SPP. Shadow edges, the lit side of the coloured spheres, and the rough-mirror highlight all resolve cleanly with NEE.

See the full comparison

Four scenes across all configurations are on the Visual Comparisons page.


References

  • Veach, E. & Guibas, L. (1995). Optimally Combining Sampling Techniques for Monte Carlo Rendering. SIGGRAPH '95.
  • Pharr, M., Jakob, W. & Humphreys, G. Physically Based Rendering: From Theory to Implementation, 4th ed. §13.4 (MIS), §12.2 (area lights).
  • Shirley, P. Ray Tracing: The Rest of Your Life. §7 (mixture PDFs), §8 (light sampling).