I've implemented progressive photon mapping, first exactly as it is in original paper (constructing hitmap once and shooting photons in the main loop), it was all nice and fast but quite troublesome, especially if it comes to antialiasing and glossy materials.
Then i've implemented the more basic approach to PPM as in this paper.
But I have some isues as for now:
- I am not sure about the adjoint bsdf for shading normals. What's obvious is smooth normals didnt work out of the box for the lambertian. What I did is using original normal, and scaling contribution by |in*nor_s| / |in*nor_g|, kinda works but I am not sure. What with other materials? For specular and dielectric it seems to work with just smoothed normal in place of the geometric one.
- Since I'm still using Java I have problems with Garbage Collector, I build uniform grid for 100000 - 200000 photons every pass on all 8 threads separately and that really kills the GC, even if I try to reuse the grid. Any suggestions?
- Shading on hard corners, for example 90 degree corners between the walls. Right now I use simple hack to check for the angle between the photon and surface normal, but that makes them black, the blackness does shrink over time but doesn't seem to ever disappear. So I wonder if it wouldn't be a better choice to leave it alone converging to the right sollution in +inf time and 1/inf radius (?)
Other than that it's blazing fast. This image took around one hour to render:
But was already pretty good after minutes.