 | [TOC] Chapter 6: Sampling and Reconstruction |  |
Effective sampling and reconstruction methods are essential for generating high-quality images with minimal noise. This section covers various sampling theories, techniques, and reconstruction processes that help achieve realistic rendering results. We'll discuss sampling theory, sampling interfaces, stratified sampling, and various sampling methods, along with image reconstruction concepts and the imaging pipeline.
 | Sampling Theory |  |
Sampling theory deals with the principles of converting a continuous signal (like light) into a discrete one (sampled data). The key concept is the Nyquist-Shannon sampling theorem, which states that to avoid aliasing, a signal must be sampled at least twice its highest frequency.
In computer graphics, sampling techniques are used to discretize the process of gathering light information from a scene. This helps approximate the color and intensity values that contribute to the final image.
The mathematical representation of a sampled function can be expressed as:
\[
f(x) = \sum_{n=-\infty}^{\infty} f(nT) \cdot \delta(x - nT)
\]
where:
\( f(x) \) is the continuous function,
\( T \) is the sampling interval,
\( \delta \) is the Dirac delta function, which samples \( f(x) \) at discrete points.
 | Sampling Interface |  |
A sampling interface serves as a common structure to handle various sampling techniques. It defines the methods for generating random samples and managing sample distributions.
Here's an example of a JavaScript sampling interface:
|