Progressive Photon MappingT. Hachisuka, S. Ogaki, H.W. Jensen
Monte CarloPhoton MappingProgressive Photon MappingResults
Monte Carlo TechniquesPath TracingLight TracingBidirectional Path TracingMetropolis Light Transport
Caustics
Caustics: SD Paths
Caustics: SD Paths
Solution: Light Tracing
Problem: SDS Paths
Problem: SDS Paths
Lights in Glass
Water
Swimming Pool
Monte CarloPhoton MappingProgressive Photon MappingResults
SDS Paths
Photon Mapping
Solution: Photon Mapping
Solution: Photon Mapping
Photon Density Estimate𝑑𝑥=𝑛𝜋𝑟2 
Weakness
Quality is Memory Limited
Monte CarloPhoton MappingProgressive Photon MappingResults
Photon MappingPhoton TracingRay Tracing
Reverse Photon ShootingRay TracingPhoton Tracing
Reverse Photon Shooting
Reverse Photon Shooting
Progressive Photon MappingRay TracingPhoton Tracing
Multipass Density Estimate
Multipass Density Estimate
Multipass Density Estimate𝑟 ->0 
Radius ReductionAssume homogeneous density𝑑=𝑁+𝑀𝜋𝑅 𝑁=𝜋𝑅2𝑑 
Radius ReductionConsistency requirement:𝑁>𝑁⇒𝑁=𝑁+𝛼𝑀New Radius:⇒𝑅=R𝑁+𝛼𝑀 𝑁+𝑀 
Flux Correction𝜏𝑁 ≠ 𝜏𝑁 + 𝜏𝑀Assume homogeneous illumination𝜏𝑁=𝜏𝑁 + 𝜏𝑀𝜋𝑅𝜋𝑅=𝜏𝑁 + 𝜏𝑀𝑁+𝛼𝑀𝑁+𝑀 
OverviewRaytracing firstMultiple photon tracing passesRadius reductionFlux correction
Monte CarloPhoton MappingProgressive Photon MappingResults
Results
PTBDPTProgressive Photon Mapping
Progressive photon mapping

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Progressive photon mapping

Editor's Notes

  • #2: Introduce yourselfProgressive Photon MappingPaper by Hachisuka etal
  • #3: Related Techniques – Monte Carlo + Photon Mapping + ProblemsProgressive Photon MappingResults
  • #4: All share a similar problem
  • #5: Inefficient for CausticsEspecially classic path tracingRecap: What are caustics?
  • #6: ViewerLightsourceBlue -> DiffuseGreen -> Specular
  • #7: SD PathsFrom Light To SpecularTo DiffuseTo CameraProblem: Tracing from ViewerSample SemisphereRed path very improbable
  • #8: Easy way to solve problemStart tracing at lightDiffuse surface -> Force ray to camera -> no samplingOther caustics related path problematic
  • #9: Instead of Camera -> DiffuseCamera -> Specular -> Diffuse
  • #10: Cannot force ray to cameraRed path highly improbableSlowly convergingReal life examples?
  • #11: First specular bounce: Light in glassSpecular reflections in scene very inefficient
  • #12: Water in a swimming poolCaustic effects on bottom of poolSchematic
  • #13: Light enters -> specularCaustics on ground -> diffuseSeen through surface -> specularSame setup as before
  • #14: More efficient solution: Photon MappingExplain PM for special case:SDS paths
  • #15: Same setupSDS PathSimilar as Light TracingStart at lightsource
  • #16: Trace photons into sceneBounce at specular surfaceHit diffuse surface
  • #17: At diffuse surface: STORE3D structure like KD-TreeTrace millions of photonsAccess them in following pass
  • #18: RaytracingShoot rays into sceneBounce on specular surfaceOn diffuse surface: Estimate Photon Density
  • #19: Top view Middle: hit point of ray tracingFind n-Nearest photons (KD-Tree handy)Radius of disk = Distance to n-th nearest photonDensity = photons / areaDensity -> Estimate Illumination-> Good approximationBut Problem
  • #20: Quality <- # photonsStore all photons-> #photons limited by memory
  • #21: PM does not allow arbitrary precision MCPT: Calculate longer -> better qualityPM: Hardware limits quality
  • #22: PPM makes a few changes to PM
  • #23: Photon Tracing pass-> Store all photonsRay Tracing pass-> Estimate IlluminationFirst Change:
  • #24: Turn around.First Ray Tracing, then Photon Tracing.How does this work?
  • #25: Same algorithm as ray tracing in non-progressiveStore all hit points (KD-Tree)-> Structure of all visible points
  • #26: Then shoot photons. Store all photonsThen estimate illumination of each hitpointAdvantage for Progressive Photon Mapping
  • #27: We can do multiple passes of photon tracingWith just one ray tracing pass.Progressively enhance qualityWithout storing photonsNot trival
  • #28: 2 passes of photon tracingEstimate photon density of accumulation Second pass will yield similar radius
  • #29: When merging both casesK-Nearestneighbours should return smaller radius
  • #30: Represent growing frequencyRadius converge to zeroProblem: N-Nearest neighbors not possibleWe need an estimate
  • #31: Assume homogeneousDetermine densityMultiply with new area to get number of photonsDetermine R
  • #32: For consistencyConverge to right solutionAdd photons in every iteration-> new parameter alpha-> fraction of photons to keepKnow number of photons -> determine radius
  • #33: Another problem:Accumulate flux every iterationFlux depends on area. Cannot simply add flux, correct by ratio of areas
  • #35: More efficient solution: Photon MappingExplain PM for special case:SDS paths
  • #36: PT badLT good on diffuse surfaceBad on specular -> cameraPM good, but low freqPPM better quality
  • #37: Diffuse Torus in glassPT Bad qualityBDPT again good on caustics on diffuseBad on SDSGood results in PPM
  • #38: Reflection of causticsNot efficiently possible with MC