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Progressive Photon Mapping
최인창(Inchang Choi) KAIST (Korea Advanced Institute of Science and Technology) 1
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Intro: MC based methods
can simulate specular and diffuse material Problems: Caustics (LS+DE) SDS paths (LSDSE) Can simulate both specular and diffuse material Problem1: caustic (definition) ->example Problme2: SDS path -> example (swimming pool) (sampling problem)
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Intro: Photon Mapping Two pass algorithm Problem:
First pass: Photon Tracing Second pass: Ray Tracing using the photon maps Problem: Scenes dominated by caustics ->We don’t have infinite memory Ray tracing using photon mapps First pass: photon tracing to make two photon maps Second pass: ray tracing using photon map Problem: if the scence is dominated by causitics illumination (caustics usually are simulated by directily visualizing photon maps, and it requires too much memory) -> accuracy is regulated by memory available.
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Intro: Progressive Photon Mapping
An extension of Photon Mapping Include SDS paths with arbitrary accuracy without infinite memory Multi-pass algorithm First Pass: Ray Tracing Subsequent Passes: Photon Tracing A progressive photon mapping algorithm simulated global illumination including SDS paths with arbirtray accuracy without infinite memory. Multipass alogrithm – 1. ray tracing 2. photon tracing
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Photon Mapping
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Photon Mapping: First Pass: Photon Tracing
Shoot photons from the light source -using MC technique and Russian Roulette -store photons in K-d tree Position, incident direction, flux Manage two photon maps Caustic map Global photon map Caustic map photons Global map photons From John C. Hart’s ppt
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Photon Mapping: Second Pass: Ray Tracing
Trace rays Calculate illumination using two photon maps DA = pr2 Use the nearest N photons to estimate L at point x From John C. Hart’s ppt
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Photon Mapping: Second Pass: Ray Tracing
Direct Illumination Diffuse Indirect Illumination Specular Illumination Caustic Illumination From Michael Kaiser and Christian Finger’s ppt
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How can it be improved? 1. Make the number of photons very large
(lim n->∞) Use an Iterative method 2. Reduce the radius r (limt r-> 0) Reduce the radius every iteration
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Progressive Photon Mapping
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Progressive Photon Mapping First Pass: Ray Tracing
Shoot a ray from eye to the scene Trace the path until the first non-specular surface Store the hit point if the surface has non- specular(diffuse) component in the BRDF
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Progressive Photon Mapping First Pass: Ray Tracing
A Hit Point Structure These are updated each subsequent passes
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Progressive Photon Mapping Subsequent Pass: Photon Tracing
In each Pass Trace a given number of photons into the scene
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Progressive Photon Mapping Subsequent Pass: Photon Tracing
After each Pass Loop all hit points :Find the photons within the radius :refine the estimate of the illumination (Reduce R, increase N, update τ)
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Progressive Photon Mapping Radius Reduction
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Progressive Photon Mapping Flux Correction
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Progressive Photon Mapping Radiance Evaluation
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A Video Result
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Result Comparison
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Thank you for listening
Any Questions?
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