Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps Paper by Henrik Wann Jensen, Per H. Christensen Presented.

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Presentation transcript:

Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps Paper by Henrik Wann Jensen, Per H. Christensen Presented by Abhinav Golas 1

Overview  What is participative media?  Mathematical formulation  The Photon Map approach  Results & Discussion 2

Overview  What is participative media?  Mathematical formulation  The Photon Map approach  Results & Discussion 3

 Till now  Assumption – only objects affect light  The medium does not affect light  What about?  Fog  Smoke  Fire What is participative media?What is participative media? 4

What is participative media? (2)What is participative media? (2)  Light does interact with the certain media  Absorption  Scattering  Emission 5

Absorption  Light can be attenuated while passing through certain media  Smoke 6

Scattering  Light can scatter when passing through certain media  Single scattering – light is scattered once before reaching eye  Multiple scattering – light is scattered more than once before reaching eye 7

Emission  In some cases the media will emit light  Fire  Explosions 8

Overview  What is participative media?  Mathematical formulation  The Photon Map approach  Results & Discussion 9

Mathematical formulationMathematical formulation  α(x) – Absorption coefficient  σ(x) – Scattering coefficient  L e – Emitted light  L i – In-scattered radiance 10 Emitted radianceIn-scattered radianceAbsorptionOut-scattered radiance

Mathematical Formulation (2)Mathematical Formulation (2)  κ(x) – Extinction coefficient = α(x) + σ(x)  f(x,ω’, ω) – Scattering function 11

Mathematical Formulation (3)Mathematical Formulation (3) 12  Simply integrating along a path from x 0 to x  τ(x’,x) – Transmittance along line segment along x’ to x, =

Mathematical formulation (4)Mathematical formulation (4) 13 And we’re done with the math!

Overview  What is participative media?  Mathematical formulation  The Photon Map approach  Results & Discussion 14

Photon Map reviewPhoton Map review  2 pass algorithm  Pass 1: Trace photons through the scene  Pass 2: Use photons in ray tracing to get indirect illumination estimate  Store in 2 k-D trees  Caustic Map (LS + D)  Global/Indirect Illumination Map (L(S|D) + D) 15

The Photon Map approachThe Photon Map approach  Extend previous surface photon map approach  Changes  Define a “volume photon map”  Photon data structure needs to be augmented with direction  Justification for using k-D tree for storing photons! – 3-D storage data structure required  Only indirect illumination – only store photons which  Have reflected or transmitted off an object before interaction with media (L(S|D) + M)  Have been scattered at least once by media (LM + ) 16

Ray MarchingRay Marching  Integration scheme  Move through a region with some step Δx  Integrate function with sampling at x k  Used extensively for volume integration 17 X0X0 X1X1 X2X2 XkXk

Photon Map algorithm for participating media (Pass 1) 18 At step xk Interacts with media ScattersAbsorbed From light source? Store into photon map Does not interact Move Δx to xk+1 Yes No Russian roulette with σ(x)/κ(x)

Rendering pass (Pass 2)Rendering pass (Pass 2)  Ray march through volume  At each step  Δx k is the step – can be recursively halved if radiance changes by too much  Step size is also jittered to avoid aliasing 19

Finding In-scattered radianceFinding In-scattered radiance  Gather n nearest photons and use their flux ΔΦ to collect radiance  In this step we only use indirect illumination, hence only those photons having indirect illumination are used 20

Overview  What is participative media?  Mathematical formulation  The Photon Map approach  Results & Discussion 21

Results 22 Volume caustics!

Results (2)Results (2) 23 Scattering and absorption in an anisotropic heterogeneous media

Results (3)Results (3) 24 Volume caustics for water

Results (4)Results (4) 25

Results (5)Results (5) 26 God (or crepuscular) rays

Advantages/Pitfalls  Advantages  Claimed to be faster than Monte-Carlo methods  Better image quality  Pitfalls  Large number of photons may be required – memory requirement  Doesn’t scale to large scenes too well – people usually put it in future work  Still need light sources to model emissive media – no heuristic for naturally emitting media 27

References  Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps – Henrik Wann Jensen, Per H. Christensen  Smoke simulation for Large Scale Media – Fedkiw et al.  Per H. Christensen  Henrik Wann Jensen -  Certain images from presentation by Jen-Yuan Chiang on the same paper ( ssignments/pres/slides/volume.ppt) ssignments/pres/slides/volume.ppt 28