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Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps - Henrik Wann Jensen Per H. Christensen. 05 ’ Digital Image Synthesis Presented by Jen-Yuan Chiang. Issues addressed by the paper. Realistic Volume Rendering
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Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps- Henrik Wann JensenPer H. Christensen 05’ Digital Image Synthesis Presented by Jen-Yuan Chiang
Issues addressed by the paper • Realistic Volume Rendering • The ability to simulate following effects: • Multiple Volume Scattering • Color Bleeding between volumes and surfaces • Volume Caustics
Multiple Scattering • Single Scattering • Multiple Scattering
Color Bleeding Without participating media With participating media
Caustics • Surface Caustics Light reflected from or transmitted through one or more specular surfaces strikes a diffuse surface.
Caustics • Volume Caustics Light reflected from or transmitted through specular surfaces and then scattered by a medium
Issues addressed in this paper • Extends the method of photon mapping to achieve the global illumination of scenes with participating media
Outline • Overview of Photon mapping for surfaces • Light transport in participating media • Extending Photon Mapping to Participating Media • Results
Overview of Photon Mapping for Surfaces • Global Illumination technique • Two-pass particle-tracing algorithm • First pass: • Building the photon maps using photon tracing • Second pass: • Rendering using these photon maps
First pass • Photons emitted from light sources • Simulate the transport of each photon • Store photon in photon maps when it hits nonespecular surfaces • Direct map • Caustics map • Indirect map • Balanced kd-tree is used to handle photons
3 photon maps Ex. LSSSDSSSSD Caustic map Indirect map
Second Pass Specular reflection Direct Illumination Indirect illumination Caustics
Second Pass • Illumination at a point is divided into four parts • Specular reflection: ray tracing • Direct illumination: direct map or ray tracing • Caustics: caustics photon map • Indirect illumination: indirect photon map
Radiance Estimate • Information of Photons • Position(p), power( ), incoming direction( )
Outline • Overview of Photon mapping for surfaces • Light transport in participating media • Extending Photon Mapping to Participating Media • Results
Light Transport in Participating media p q Radiance L changes continuously from L(p,w) to L(q,w)
Volume Scattering • Emission • In-Scattering • Absorption • Out-Scattering Scattering coefficient Absorption coefficient
Volume Rendering Equation Extinction coefficient Ray marching
Ray Marching • Computes the contribution from the medium by dividing the ray into smaller segments X0 X1 X2 Xk emission in-scattering extinction(assuming medium properties are the same through )
Outline • Overview of Photon mapping for surfaces • Light transport in participating media • Extending Photon Mapping to Participating Media • Results
Extending Photon Mapping to participating media • From for surfaces to for volumes • Still 2 pass particle tracing algorithm • First pass: • additional volume photon map • Second pass: • rendering using ray marching
Volume Radiance Estimate • Estimate radiance using volume photon map
Volume Radiance Estimate for Ray Marching • For each ray through the volume, we can get the radiance caused by volume scattering by marching along the ray and cumulating every in-scatteredradiance single scattering (direct):by ray tracing Multiple scattering (indirect): by volume radiance estimate
Outline • Overview of Photon mapping for surfaces • Light transport in participating media • Extending Photon Mapping to Participating Media • Results
Features of Volumetric Photon Mapping • Can model- • Homogeneous as well as non-homogeneous media. • Isotropic as well as anisotropic media. • Since decoupled from geometry (photons stored in kd-tree), so capable of handling complex scene.
Some Results • Anisotropic and non-homogeneous medium
Pseudo code for volume photon mapping • http://www-graphics.stanford.edu/courses/cs348b-competition/cs348b-05/abandoned/index.html