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Progressive Photon Mapping T. Hachisuka, S. Ogaki, H.W. Jensen
Monte Carlo Photon Mapping Progressive Photon Mapping Results
Monte Carlo Techniques Path Tracing Light Tracing Bidirectional Path Tracing Metropolis 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 Carlo Photon Mapping Progressive Photon Mapping Results
SDS Paths
Photon Mapping
Solution: Photon Mapping
Solution: Photon Mapping
Photon Density Estimate 𝑑π‘₯=π‘›πœ‹π‘Ÿ2 Β 
Weakness
Quality is Memory Limited
Monte Carlo Photon Mapping Progressive Photon Mapping Results
Photon Mapping Photon Tracing Ray Tracing
Reverse Photon Shooting Ray Tracing Photon Tracing
Reverse Photon Shooting
Reverse Photon Shooting
Progressive Photon Mapping Ray Tracing Photon Tracing
Multipass Density Estimate
Multipass Density Estimate
Multipass Density Estimate π‘ŸΒ ->0 Β 
Radius Reduction Assume homogeneous density 𝑑=𝑁+π‘€πœ‹π‘… Β  𝑁=πœ‹π‘…2𝑑 Β 
Radius Reduction Consistency requirement: 𝑁>𝑁⇒𝑁=𝑁+𝛼𝑀 New Radius: ⇒𝑅=R𝑁+𝛼𝑀 𝑁+𝑀 Β 
Flux Correction πœπ‘Β β‰ Β πœπ‘ + πœπ‘€ Assume homogeneous illumination πœπ‘=πœπ‘Β +Β πœπ‘€πœ‹π‘…πœ‹π‘…=πœπ‘Β +Β πœπ‘€π‘+𝛼𝑀𝑁+𝑀 Β 
Overview Raytracing first Multiple photon tracing passes Radius reduction Flux correction
Monte Carlo Photon Mapping Progressive Photon Mapping Results
Results
PT BDPT Progressive Photon Mapping
Progressive photon mapping

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Progressive photon mapping

Editor's Notes

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