Photon Mapping

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.

 

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.

Same, but now for 10.000.000 photons and each photon has color(0.01,0.01,0.01)
Same, but the photon color is now (0.1,0.1,0.1)
Photon map from above using the x and z values.
Caustics enabled.

Rendered scene with photonmapping.

10 Million photons used.

1000 Photons used for radiance estimation.

Estimation radius 2.

 

Photons aren't scattered further.

Rendered scene with photonmapping.

100.000 photons used.

1000 Photons used for radiance estimation.

Estimation radius 10.

Photons aren't scattered further.

Photonmap with specular reflections

Photons are scattered fruther into the scene.

Colorbleeding!!!

Note: All nonspeculair objects use lambert reflection (diffuse)

Light replaced.

Other radiance estimation parameters

White box with green sphere.

Check the green glow on the floor under the sphere.

Same scene and parameters, but other color's for the side walls.

[click image to enlarge]

The corresponding photonmap

The caustic under the sphere

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