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CSCE 641: Photon Mapping Jinxiang Chai
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Outline Rendering equation Photon mapping
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Ray Tracing and Photon Mapping What are differences between the two rendered pictures?
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Ray Tracing and Photon Mapping caustics color bleeding What are differences between the two rendered pictures?
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The Rendering Equation
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OutgoingEmittedReflected
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The Rendering Equation Emitted light [known]
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The Rendering Equation BRDF [known]
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BRDF (bi-directional reflectance distribution function) How to model surface reflectance property? for a given incoming direction, the amount of light that is reflected in a certain outgoing direction
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Dimensionality of the BRDF This is 6-D function - x: 2D position - (θ i,φ i ): incoming direction - (θ r,φ r ): outgoing direction Usually represented as 4-D - ignoring x - homogenous material property
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Gonioreflectometer
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Scattering Models
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The BSSRDF Bidirectional Surface Scattering Reflectance- Distribution Function Translucency
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The Rendering Equation BRDF [known] Emitted light [known] Directional irradiance [unknown]
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Global Illumination Various Rendering techniques solve some portion of the rendering equation If a technique approximates the integral, it is part of the family of “Global Illumination”
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Global Illumination Techniques Radiosity Ray Tracing Photon Mapping
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Radiosity Solves geometry term in form factor Approximates integral completely for diffuse-diffuse –No reflection or transmission
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Ray Tracing Works well for reflection and refraction Solves geometry eq. through ray intersection tests Solves emission properly Only solves integral for reflection and refraction to maxDepth –Diffuse reflectance ignored
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Global Illumination Techniques Radiosity Ray Tracing Photon Mapping
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Two challenges: - Q1: how to compute the incoming radiance L i ? - Q2: how to efficiently evaluate the integral?
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Photon Mapping Two challenges: - Q1: how to compute the incoming radiance L i ? A1: compute L i based on precomputed photon map - Q2: how to efficiently evaluate the integral? A2: compute the integral based on Monte Carlo ray tracing
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Photon Mapping Is often used to simulate the interaction of light with a variety transparent substances (caustics ) - glass, water - diffuse inter-reflections between illuminated objects - effects of particulate matter, e.g. smoke - etc.
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Photon Mapping Phase I: shoot and store photons - photons are shot from the light into the scene - photons are allowed to interact with objects in the environment - where photons fall are stored in special data structure called a “photon map” - 10000s of photons not billions (Statistical approximation based on density)
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Photon Mapping Phase I: shoot and store photons [Forward] - photons are shot from the light into the scene - photons are allowed to interact with objects in the environment - where photons fall are stored in special data structure called a “photon map” - 10000s of photons not billions (Statistical approximation based on density)
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Shooting Photons Point light source directional lightsquare lightgeneral light
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Shooting Photons Point light source directional lightsquare lightgeneral light The power of light The number of photons The power of an emitted photon
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Pseudocode for Emission of Photons from Point Light Source
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Basic idea: - Radiant intensity as a probability function. - Generate photons by sampling the probability function.
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Photon Mapping Phase I: shoot and store photons - photons are shot from the light into the scene - photons are allowed to interact with objects in the environment - where photons fall are stored in special data structure called a “photon map” - 10000s of photons not billions (Statistical approximation based on density)
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Photon Tracing Photons are only stored when it hits diffuse surface Specular surface does not store any photons.
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Photon Map
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What information does each photon store?
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Photon Map The photon: Placed in K-D tree for efficient access
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Three Photon Maps Caustic photon map - interact with at least one specular surface Global photon map - interact with diffuse surfaces only Volume photon map - indirect illumination of participating medium
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Global Photon Map Basic idea: - Launch photons from the light sources in all directions - Store a photon (position, power, and direction) in each intersection of the photon with the scene. - Compute the kind of interaction with the surface by using the Russian roulette.
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Global Photon Map The types of interactions are: - Diffusion: the photon is reflected in a random direction (projected hemisphere) or taking into account a BRDF. - Reflection: Perfect reflection of the photon. - Refraction: The photon is refracted using Snell's law. - Absorption: We don't launch that photon again. The Russian roulette method decides which interaction to consider in function of the material.
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Caustics Photon Map The global photon map has very weak caustics effects. We need to construct an additional map only for caustics. - Launch the rays only over the objects that can generate caustics. - Store the photons when they hit a diffuse surface only if previously it hit a reflective or refractive surface.
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Caustics & Global Photon Map The caustics photon map The global photon map
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Photon Mapping Phase 2: Gather illumination - use ray tracing - direct illumination determined by ray tracing - indirect illumination determined by stochastically sampling photon map (gather photon within volume in the required direction)
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Rendering Using Photon Map
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Two main issues: - How to compute incoming radiance L i ? - How to evaluate the integral efficiently?
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Basic idea: Radiance Estimate
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Basic Idea: Radiance Estimate How to evaluate reflected radiance based on the photon map?
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Basic Idea: Radiance Estimate Evaluate the radiance based on nearby photons
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Basic idea: Radiance Estimate Evaluate the radiance based on nearby photons: Find N photons with the shortest distance to the intersection point
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Radiance Estimate Using Photon Map
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locally flat surface
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Radiance Estimate Using Photon Map locally flat surface
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Radiance Estimated Using Photon Map 200000 photons 500 photons 100 photons
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Photon Mapping: Rendering
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L i,l : direct illumination by light from the light sources L i,c : caustics—indirect illumination from the light sources via specular surface L i,d : indirect illumination from the light sources (diffuse inter- reflection)
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Light Sources
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L i,l L i,d L i,c
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Photon Mapping: Rendering
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Diffuse surfacesSpecular surfaces
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Photon mapping: the rendering equation
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Accurate evaluation of the direct illumination Similar to the evaluation of shadow rays in ray tracing
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Photon mapping: the rendering equation
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Evaluation of the Specular and Glossy term Similar to the evaluation of reflection rays in ray tracing
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Photon mapping: the rendering equation
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Evaluation of the caustics Evaluate this term using the caustics photon map directly
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Photon mapping: the rendering equation
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Evaluation of the indirect diffuse illumination Accurate evaluation of the integral using monte carlo ray tracing method
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Results Ray tracing global photon map - 200000 photons - 100 photons for estimate
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Cornell box with water
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