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57
Explain Photon Mapping!
Photon Generation
Shoot photons from all light sources:
Point light: Identical position. Uniform spherical distribution of directions.
Directional light: Identical direction. Uniform distribution of positions.
Area light: Uniform distribution of positions on the surface. Cos-thetha weighted distribution of directions.
For multiple light sources with different intensities: Adjust photon energy or photon frequency.
Optimization: Use projection maps to only shoot photons into directions where geometry is. Also requires scaling of energy:
Photon Tracing
On interaction with a surface with diffuse and specular reflection coefficients , :
Russian Roulette: Generate random number
Information stored in the photon map:
: position
: photon power (flux per solid angle)
: angle of incidence
Radiance Estimate
Replace the recursive term in the Rendering Equation with a radiance estimate from the photon map. For a point , find the nearest neighbor samples from the photon map and compute
where
Rendering
Decompose the Rendering Equation
Evaluate the following factorizations:
Shoot photons from all light sources:
Point light: Identical position. Uniform spherical distribution of directions.
Directional light: Identical direction. Uniform distribution of positions.
Area light: Uniform distribution of positions on the surface. Cos-thetha weighted distribution of directions.
For multiple light sources with different intensities: Adjust photon energy or photon frequency.
Optimization: Use projection maps to only shoot photons into directions where geometry is. Also requires scaling of energy:
Photon Tracing
On interaction with a surface with diffuse and specular reflection coefficients , :
Russian Roulette: Generate random number
- : Diffuse reflection. Store in photon map. Continue tracing (TODO: Which direction?).
- : Specular reflection. Continue tracing (TODO: Which direction?).
- : Absorption. Store in photon map.
Information stored in the photon map:
: position
: photon power (flux per solid angle)
: angle of incidence
Radiance Estimate
Replace the recursive term in the Rendering Equation with a radiance estimate from the photon map. For a point , find the nearest neighbor samples from the photon map and compute
where
Rendering
Decompose the Rendering Equation
- : Diffuse reflections. Direction independent.
- : Specular reflections.
- : Direct illumination.
- : Diffuse illumination.
- : Caustic illumination.
Evaluate the following factorizations:
- Direct Illumination. Compute using ray casting / hemisphere sampling.
- Specular / Glossy Reflections. Compute using MCPT.
- Radiosity. Compute using radiance estimate from diffuse photon map.
- Caustics. Compute using radiance estimate from caustic photon map.
Flashcard info:
Author: janisborn
Main topic: Informatik
Topic: Computergrafik
School / Univ.: RWTH Aachen
City: Aachen
Published: 18.05.2022