Presentation is loading. Please wait.

Presentation is loading. Please wait.

Photon Tracing with Arbitrary Materials Patrick Yau.

Similar presentations


Presentation on theme: "Photon Tracing with Arbitrary Materials Patrick Yau."— Presentation transcript:

1 Photon Tracing with Arbitrary Materials Patrick Yau

2 Overview Changes in Photon Map Changes in Photon Tracing Changes in Rendering

3 Caustic Photon Maps Used only to store photons corresponding to caustics. Created by emitting photons towards the specular objects in the scene and storing these as they hit diffuse surfaces. Photons are highly focused into a small area.

4 Caustic Photon Maps (cont’d) Separate into two photon maps because: –Render caustics is faster because it contains only photons related to caustics –Locating photons in global photon map is faster Fewer photons –Improves accuracy of radiance estimate Photons have energy levels that are more similar. Caustics photons have high density and low energy Normal photons have low density and high energy.

5 Photon Scattering Specular reflection –Photons that hit specular surfaces are reflected in the mirror direction. –Calculated the same as specularly reflected rays in raytracing. –The power of the photon should be scaled by the reflectivity or the mirror. Unless using Russian Roulette.

6 Photon Scattering Diffuse reflection –Pick random direction in the hemisphere above the intersection point with a probability proportional to the cosine of the angle with the normal. –Photon map can be used as a heuristic for shadows.

7 Photon Scattering Arbitrary BRDF Reflection –New photon direction is computed by importance sampling the BRDF. –If importance-sampling function is not available then pick a random direction. –e.g. Ward’s anisotropic model, Lafortune’s reflection model (previous lecture)

8 Photon Scattering Russian Roulette: –Reflection or Absorption:

9 Photon Scattering Russian Roulette: –Specular or Diffuse Reflection:

10 Photon Mapping – Rendering

11 Photon Mapping: Rendering The Direct Illumination term: –Computed by sending shadow rays towards all light sources to check for visibility –Two ways: approximate or accurate evaluation Accurate: Use the global photon map to identify the fully illuminated or shadow areas in the scene avoiding the trace of shadow rays. Approximate: evaluate the radiance directly from the photon maps. No need for tracing other rays.

12 Photon Mapping: Rendering Classification of photons in Photon Map

13 Photon Mapping: Rendering The specular term –Is computed using standard Monte Carlo ray tracing by using importance sampling based on the BRDF.

14 Photon Mapping: Rendering The caustics term: –The radiance is estimated based on the caustics photon map. –It is visualized directly and this is the reason why the number of photons in the caustics photon map must be high.

15 Photon Mapping: Rendering The soft indirect illumination term –The approximate evaluation of this integral is the radiance estimate based on the global photon map. –In the accurate evaluation we use importance sampling to compute the indirect illumination (combined with the diffuse BRDF part)

16 Photon Mapping: Rendering Estimating Radiance using the Photon Map (for caustics and soft indirect illumination) –The information in the photon map can be used to compute the radiance leaving a surface in a given direction. Since the incoming direction is stored with each photon we can integrate the information with any BRDF. –To compute the radiance, L r, leaving an intersection point x at a surface BRDF f r we locate the N photons with the shortest distance to x. –Based on the assumption that each photon p represented by ∆Φ p X arriving at X from direction Ψ i,p we get:

17 Photon Mapping: Rendering *Code taken from Taylor’s lecture. Estimating Radiance –1. radiance_estimate(x,v,n) { –2. locate k nearest photons –3. r = distance to kth nearest photon –4. flux = 0 –5. for each photon p { –6. pd = direction of p –7. phi = power of p –8. flux += brdf(x, v, pd)*phi; –9. } –10. return flux/(2*pi*r^2) –11. }

18 Final Result:

19 Another example + = Direct Illumination Indirect Illumination + Specular Part =

20 Another example (cont’d) + = Caustics

21 References Henrik Wann Jensen: “Realistic Image Synthesis using Photon Maps”. Henrik Wann Jensen: “Global Illumination using Photon Maps”. Henrik Wann Jensen: “Rendering Caustics on Non Lambertian Surfaces”. Michael Kaiser and Christian Finger: “Caustics Generation by using Photon Mapping” http://www.mpi-sb.mpg.de/units/nwg3/ws0304/lcn/projects/Michael/ http://www.mpi-sb.mpg.de/units/nwg3/ws0304/lcn/projects/Michael/


Download ppt "Photon Tracing with Arbitrary Materials Patrick Yau."

Similar presentations


Ads by Google