Raytraced image
of a scene.
The scene contains 4 spheres.
The middle and the right spheres are made of glass and are 70% transparent,
the other 30% is reflected. These spheres refracts the rays.
The left green sphere does
reflect 50% of the light, the other 50% is absorbed.
The rest of the scene is built
with red, blue and white planes, to make a bounding box.
For the lights i used one pointlight.
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Photon map of
the scene with 1.000.000 photons at the first interaction.
The photons in this map must
be reflected/refracted further or absorbed at their current position.
This image contains no depth
information because the x and y values are used to represent the photon
map as this image. The z value is ignored.
Each photon is represented
with the color(1,1,1)
You can see the absense of
photons on the right sphere, because of the shadow casted by the sphere
above. |
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| Same, but now for 10.000.000
photons and each photon has color(0.01,0.01,0.01) |
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| Same, but the photon
color is now (0.1,0.1,0.1) |
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| Photon map from
above using the x and z values. |
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| Caustics enabled. |
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Rendered scene
with photonmapping.
10 Million photons used.
1000 Photons used for radiance
estimation.
Estimation radius 2.
Photons aren't scattered further. |
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Rendered scene
with photonmapping.
100.000 photons used.
1000 Photons used for radiance
estimation.
Estimation radius 10.
Photons aren't scattered further. |
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Photonmap with
specular reflections
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Photons are
scattered fruther into the scene.
Colorbleeding!!!
Note: All nonspeculair objects
use lambert reflection (diffuse) |
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Light replaced.
Other radiance estimation parameters
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White box with
green sphere.
Check the green glow on the
floor under the sphere. |
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Same scene and
parameters, but other color's for the side walls.
[click image to enlarge] |
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The corresponding
photonmap
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The caustic
under the sphere
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