Friday, June 24, 2011

Photon mapping continued.

Quick 5 min render.

It clearly reveals an issue with smooth normals.

4 comments:

  1. 5 mins? Damn this is fast :o now sppm is on my todo list for shure :)
    Btw, in sppm do you have to handle the non-symmetry due to refraction?

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  2. I might be mistaken but the only non-symmetry thing is that you don't scale photon (particle) energy, tracing it, at all (besides dividing by rr survival prob. And such).

    And Yea 5 minutes with cpu usage jumping like crazy due to the garbage collector abuse :).

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  3. Veach said in his dissertation that tracing from the light source might yield different results than tracing from the eye and that's for two reasons:

    1- Refraction (Light gets compressed when going from a less dense to a more dense medium and "spread out" in the opposite direction)
    2- Smoothed normals

    For example, if you don't handle point 1) explicitly you should see brighter caustics compared to path tracing.

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  4. Thats why I said about not scalling the photon energy. Like I said before, I skimmed veach thesis on that issue yesterday and if I am not mistaken it comes just to that. That's also what has been said in Jensen's book.

    The smoothing normals though, are yet not that clear issue to me, and I am not yet sure how does it affect reflection/refraction. Purely estimating by eye, looking on test renders, just using smoothed normals in place of geometric ones, while tracing particles in interaction with glass/perfect specular seem to work just fine.

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