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This presentation delves into photon mapping, a two-step process for global illumination in computer graphics. By dividing the traditional photon map into several specialized photon maps—each focusing on different illumination aspects like caustics and indirect lighting—we can enhance illumination calculations. This method offers advantages such as faster calculations and reduced issues in complex corner scenarios. While there are challenges including connectivity calculations, this research aims to explore the potential for real-time global illumination improvements by managing updates to multiple photon maps.
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Optimizing Photon Mapping Using Multiple Photon Maps for Irradiance Estimates Bent Dalgaard Larsen bdl@imm.dtu.dk
Agenda • Brief: What is photon mapping? • How can the photon map be divided up into several photon maps? • Advantages and disadvantages of using several photon maps. • The future (our current ongoing project): How can this be used for real-time global illumination?
What is photon mapping? • A two step process: • First the photons are distributed
What is photon mapping? • Then the scene is rendered, and the density is found.
What is the photon map? • Answer: it is the data structure that all the photons are stored in. • Usually three photon maps are used • One for caustics • One for indirect illumination • One for volume caustics
The problem in the corners • In the corners only photons that are located on surfaces with the same normal as we hit should be considered Wrong! Right!
Howto: Multiple photon maps • Lets divide the photon map into several photon maps! • if the angle between two adjacent polygons is larger than a certain degree • The polygons should be in different photon maps • Else • The polygons should be in the same photon map
But is it a good idea? • Advantages • Faster illumination calculation • Faster pre-optimization of the photon maps • No leaking problems in corners • It may be possible to update a limited number of photon maps when creating animations. • Disadvantages • Connectivity has to be calculated • Does not apply to all scenes
Future work • Updating every thing in global illumination is very slow. • Therefore only updating selected photon maps can come in handy! • This is a (small) piece in our current research with real-time global illumination