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computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal ...
, photon mapping is a two-pass global illumination rendering
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing ...
developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.stanford.edu/~henrik/papers/ewr7/egwr96.pdf that approximately solves the
rendering equation In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. It was simultaneously introduc ...
for integrating light radiance at a given point in space. Rays from the light source (like
photon A photon () is an elementary particle that is a quantum of the electromagnetic field, including electromagnetic radiation such as light and radio waves, and the force carrier for the electromagnetic force. Photons are Massless particle, massless ...
s) and rays from the camera are traced independently until some termination criterion is met, then they are connected in a second step to produce a radiance value. The algorithm is used to realistically simulate the interaction of light with different types of objects (similar to other photorealistic rendering techniques). Specifically, it is capable of simulating the
refraction of light In physics, refraction is the redirection of a wave as it passes from one medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commonly observed phenomeno ...
through a transparent substance such as
glass Glass is a non-Crystallinity, crystalline, often transparency and translucency, transparent, amorphous solid that has widespread practical, technological, and decorative use in, for example, window panes, tableware, and optics. Glass is most ...
or
water Water (chemical formula ) is an inorganic, transparent, tasteless, odorless, and nearly colorless chemical substance, which is the main constituent of Earth's hydrosphere and the fluids of all known living organisms (in which it acts as ...
(including caustics), diffuse interreflection between illuminated objects, the subsurface scattering of light in translucent materials, and some of the effects caused by
particulate matter Particulates – also known as atmospheric aerosol particles, atmospheric particulate matter, particulate matter (PM) or suspended particulate matter (SPM) – are microscopic particles of solid or liquid matter suspended in the air. The t ...
such as smoke or
water vapor (99.9839 °C) , - , Boiling point , , - , specific gas constant , 461.5 J/( kg·K) , - , Heat of vaporization , 2.27 MJ/kg , - , Heat capacity , 1.864 kJ/(kg·K) Water vapor, water vapour or aqueous vapor is the gaseous p ...
. Photon mapping can also be extended to more accurate simulations of light, such as
spectral rendering In computer graphics, spectral rendering is a technique in which a scene's light transport is modeled with real wavelengths. This process is typically slower than traditional rendering, which renders the scene in its red, green, and blue compo ...
. Progressive photon mapping (PPM) starts with ray tracing and then adds more and more photon mapping passes to provide a progressively more accurate render. Unlike
path tracing Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving t ...
, bidirectional path tracing, volumetric path tracing, and Metropolis light transport, photon mapping is a "biased" rendering algorithm, which means that averaging infinitely many renders of the same scene using this method does not converge to a correct solution to the
rendering equation In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. It was simultaneously introduc ...
. However, it is a consistent method, and the accuracy of a render can be increased by increasing the number of photons. As the number of photons approaches infinity, a render will get closer and closer to the solution of the rendering equation.


Effects


Caustics

Light refracted or
reflected Reflection or reflexion may refer to: Science and technology * Reflection (physics), a common wave phenomenon ** Specular reflection, reflection from a smooth surface *** Mirror image, a reflection in a mirror or in water ** Signal reflection, in ...
causes patterns called caustics, usually visible as concentrated patches of light on nearby surfaces. For example, as light rays pass through a wine glass sitting on a table, they are refracted and patterns of light are visible on the table. Photon mapping can trace the paths of individual photons to model where these concentrated patches of light will appear.


Diffuse interreflection

Diffuse interreflection is apparent when light from one diffuse object is reflected onto another. Photon mapping is particularly adept at handling this effect because the algorithm reflects photons from one surface to another based on that surface's bidirectional reflectance distribution function (BRDF), and thus light from one object striking another is a natural result of the method. Diffuse interreflection was first modeled using radiosity solutions. Photon mapping differs though in that it separates the light transport from the nature of the geometry in the scene. Color bleed is an example of diffuse interreflection.


Subsurface scattering

Subsurface scattering is the effect evident when light enters a material and is scattered before being absorbed or reflected in a different direction. Subsurface scattering can accurately be modeled using photon mapping. This was the original way Jensen implemented it; however, the method becomes slow for highly scattering materials, and
bidirectional surface scattering reflectance distribution function The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which de ...
s (BSSRDFs) are more efficient in these situations.


Usage


Construction of the photon map (1st pass)

With photon mapping, light packets called ''photons'' are sent out into the scene from the light sources. Whenever a photon intersects with a surface, the intersection point and incoming direction are stored in a cache called the ''photon map''. Typically, two photon maps are created for a scene: one especially for caustics and a global one for other light. After intersecting the surface, a probability for either reflecting, absorbing, or transmitting/refracting is given by the material. A
Monte Carlo method Monte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be deter ...
called ''Russian roulette'' is used to choose one of these actions. If the photon is absorbed, no new direction is given, and tracing for that photon ends. If the photon reflects, the surface's bidirectional reflectance distribution function is used to determine the ratio of reflected radiance. Finally, if the photon is transmitting, a function for its direction is given depending upon the nature of the transmission. Once the photon map is constructed (or during construction), it is typically arranged in a manner that is optimal for the
k-nearest neighbor algorithm In statistics, the ''k''-nearest neighbors algorithm (''k''-NN) is a non-parametric supervised learning method first developed by Evelyn Fix and Joseph Hodges in 1951, and later expanded by Thomas Cover. It is used for classification and regre ...
, as photon look-up time depends on the spatial distribution of the photons. Jensen advocates the usage of
kd-tree In computer science, a ''k''-d tree (short for ''k-dimensional tree'') is a space-partitioning data structure for organizing points in a ''k''-dimensional space. ''k''-d trees are a useful data structure for several applications, such as searc ...
s. The photon map is then stored on disk or in memory for later usage.


Rendering (2nd pass)

In this step of the algorithm, the photon map created in the first pass is used to estimate the radiance of every pixel of the output image. For each pixel, the scene is ray traced until the closest surface of intersection is found. At this point, the
rendering equation In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. It was simultaneously introduc ...
is used to calculate the surface radiance leaving the point of intersection in the direction of the ray that struck it. To facilitate efficiency, the equation is decomposed into four separate factors: direct illumination, specular reflection, caustics, and soft indirect illumination. For an accurate estimate of direct illumination, a ray is traced from the point of intersection to each light source. As long as a ray does not intersect another object, the light source is used to calculate the direct illumination. For an approximate estimate of indirect illumination, the photon map is used to calculate the radiance contribution. Specular reflection can be, in most cases, calculated using ray tracing procedures (as it handles reflections well). The contribution to the surface radiance from caustics is calculated using the caustics photon map directly. The number of photons in this map must be sufficiently large, as the map is the only source for caustics information in the scene. For soft indirect illumination, radiance is calculated using the photon map directly. This contribution, however, does not need to be as accurate as the caustics contribution and thus uses the global photon map.


Calculating radiance using the photon map

In order to calculate surface radiance at an intersection point, one of the cached photon maps is used. The steps are: # Gather the N nearest photons using the nearest neighbor search function on the photon map. # Let S be the sphere that contains these N photons. # For each photon, divide the amount of flux (real photons) that the photon represents by the area of S and multiply by the BRDF applied to that photon. # The sum of those results for each photon represents total surface radiance returned by the surface intersection in the direction of the ray that struck it.


Optimizations

* To avoid emitting unneeded photons, the initial direction of the outgoing photons is often constrained. Instead of simply sending out photons in random directions, they are sent in the direction of a known object that is a desired photon manipulator to either focus or diffuse the light. There are many other refinements that can be made to the algorithm: for example, choosing the number of photons to send, and where and in what pattern to send them. It would seem that emitting more photons in a specific direction would cause a higher density of photons to be stored in the photon map around the position where the photons hit, and thus measuring this density would give an inaccurate value for irradiance. This is true; however, the algorithm used to compute radiance does ''not'' depend on irradiance estimates. * For soft indirect illumination, if the surface is Lambertian, then a technique known as
irradiance caching In radiometry, irradiance is the radiant flux ''received'' by a ''surface'' per unit area. The SI unit of irradiance is the watt per square metre (W⋅m−2). The CGS unit erg per square centimetre per second (erg⋅cm−2⋅s−1) is often used i ...
may be used to interpolate values from previous calculations. * To avoid unnecessary collision testing in direct illumination, shadow photons can be used. During the photon mapping process, when a photon strikes a surface, in addition to the usual operations performed, a shadow photon is emitted in the same direction the original photon came from that goes all the way through the object. The next object it collides with causes a shadow photon to be stored in the photon map. Then during the direct illumination calculation, instead of sending out a ray from the surface to the light that tests collisions with objects, the photon map is queried for shadow photons. If none are present, then the object has a clear line of sight to the light source and additional calculations can be avoided. * To optimize image quality, particularly of caustics, Jensen recommends use of a cone filter. Essentially, the filter gives weight to photons' contributions to radiance depending on how far they are from ray-surface intersections. This can produce sharper images.
Image space photon mapping
achieves real-time performance by computing the first and last scattering using a GPU rasterizer.


Variations

* Although photon mapping was designed to work primarily with ray tracers, it can also be extended for use with scanline renderers.


References


External links


Global Illumination using Photon Maps

''Realistic Image Synthesis Using Photon Mapping''
{{ISBN, 1-56881-147-0

from
Worcester Polytechnic Institute '' , mottoeng = "Theory and Practice" , established = , former_name = Worcester County Free Institute of Industrial Science (1865-1886) , type = Private research university , endow ...

''Bias in Rendering''

Siggraph Paper
Global illumination algorithms Infographics 3D computer graphics