Photon Maps

Oscar Ivarsson and Pär Eriksson

Global Illumination

using

 - Overview

 - Pass 1: Photon Map Construction

 - Pass 2: Rendering

 - Discussion

 - Future Work

Introduction

Overview

- View independent preprocessing

- More efficient than pure ray tracing

- Good for caustics

- Simulates diffuse reflections

Properties

Pass 1: Photon Map Construction

The Life of a Photon

"A photon checks in at a hotel and is asked if he needs any help with his luggage." 

"No, I'm travelling light."

Pass 1: Photon Map Construction

1. Emission

Pass 1: Photon Map Construction

2. Scattering

Pass 1: Photon Map Construction

3. Storage

Rendering Equation

- Rendering Equation can be subdivided

-Lr can be split into a sum of components and defined as:

Pass 2: Rendering

-Direct illumination contribution

-Specular reflection contribution

- Caustics on diffuse & slightly glossy surfaces

- Soft indirect illumination

Pass 2: Rendering

Direct illumination (the first term)

Approximated:

- Radiance estimate obtained from the global photon map

Accurate:

- If all in shadow or not in shadow, assume the same

- If mixed, send shadow rays

Two methods used

Pass 2: Rendering

Specular reflection (the second term)

What:

-Radiance reflected of specular and higly glossy surfaces

How:

- Evaluated with Monte Carlo ray tracing

- Importance sampling based on BRDF minimizes computation

Pass 2: Rendering

Caustics (the third term)

What:

-Radiance reflected of specular and higly glossy surfaces

How:

- Evaluated with Monte Carlo ray tracing

 - Efficient or time-consuming?

 - Easy implementation?

 - Smart emission?

Discussion

 - Store photons in participating media

 - Progressive photon map

 - Stochastic progressive photon map

Future Work

Copy of Copy of Copy of Photon Mapping

By Pär Eriksson

Copy of Copy of Copy of Photon Mapping

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