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MP2: Global Illumination. Advanced Graphics Rendering and Appearance Modeling Chris Lattner May 5, 2003. What I’ve done. Global Illumination: Specifically, chasing after caustics and other indirect illumination Local illumination model is simple (phong) Two approaches:

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mp2 global illumination

MP2: Global Illumination

Advanced Graphics Rendering and Appearance Modeling

Chris Lattner

May 5, 2003

what i ve done
What I’ve done...
  • Global Illumination:
    • Specifically, chasing after caustics and other indirect illumination
    • Local illumination model is simple (phong)
    • Two approaches:
      • bi-directional raytracing
      • photon mapping
  • Built on my existing raytracer
  • All timings are on an 800mhz P3 laptop
implementation details
Implementation Details:
  • Bi-directional Raytracing:
    • Deposit energy into texture map
    • Requires tweaking texture resolution
  • Photon Mapping:
    • Standard model, uses kd-tree for storage
    • No projection map, no irradiance cache
  • Both:
    • GI only used for indirect illumination
    • Raytracer handles direct illumination
example results simple scene
Example Results: “Simple” Scene
  • 2 light sources
  • One “glass sphere”
  • One reflective sphere
  • One cylinder
  • Caustics:
    • Cardioid from cylinder
    • Two focusing caustics from glass sphere
simple no global illumination
Simple: No Global Illumination
  • Render Time: 217 seconds (800x600)
simple photon mapped result
Simple: Photon Mapped Result
  • Render Time: 436 seconds
  • 20,000 photons shot, 30 samples per pixel
simple photon mapped result1
Simple: Photon Mapped Result
  • Render Time: 1344 seconds
  • 150,000 photons shot, 75 samples per pixel
simple bi directional raytracer
Simple: Bi-directional Raytracer
  • Render Time: 402 seconds
  • 410 rays shot, 512x512 light map
glass no global illumination
Glass: No Global Illumination
  • Render Time: 88 seconds (800x600)
  • Note lack of illumination in the liquid
glass photon mapped result
Glass: Photon Mapped Result
  • Render Time: 524 seconds
  • 200,000 photons shot, 100 samples per pixel
glass bi directional raytracer
Glass: Bi-directional Raytracer
  • Render Time: 124 seconds
  • 410 rays shot, 256x256 light map
example results pool of water
Example Results: Pool of water
  • Photon mapped hole with bump mapped surface
  • Different bump map amplitude & frequency
example results teapot caustic
Example Results: Teapot Caustic
  • Bezier patch model (but no bottom)
  • Photon mapped, note highlights on teapot
overall impressions
Overall Impressions
  • Bi-di can give better results (and renders faster), if you’re willing to tweak it all day long
  • Photon mapping requires more optimizations (than I implemented) to make it practical
  • Photon mapping has better theoretical background, better as a framework for many extensions
  • My bi-di implementation is a big hack
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