Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps - Henrik Wann Jensen Per H. Christensen - PowerPoint PPT Presentation

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Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps - Henrik Wann Jensen Per H. Christensen

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Extends the method of photon mapping to achieve the global ... Overview of Photon mapping for surfaces. Light transport in ... transport of each photon ... – PowerPoint PPT presentation

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Title: Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps - Henrik Wann Jensen Per H. Christensen


1
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

2
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

3
Multiple Scattering
  • Single Scattering
  • Multiple Scattering

4
Color Bleeding
  • Without participating media With
    participating media

5
Caustics
  • Surface Caustics
  • Light reflected from or
  • transmitted through
  • one or more specular
  • surfaces strikes a
  • diffuse surface.

6
Caustics
  • Volume Caustics
  • Light reflected from or
  • transmitted through
  • specular surfaces and
  • then scattered by a
  • medium

7
Issues addressed in this paper
  • Extends the method of photon mapping to achieve
    the global illumination of scenes with
    participating media

8
Outline
  • Overview of Photon mapping for surfaces
  • Light transport in participating media
  • Extending Photon Mapping to Participating Media
  • Results

9
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

10
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

11
3 photon maps
Ex. LSSSDSSSSD
Caustic map
Indirect map
12
Second Pass
Specular reflection
Direct Illumination
Indirect illumination
Caustics
13
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

14
Radiance Estimate
  • Information of Photons
  • Position(p), power( ), incoming direction(
    )

15
Outline
  • Overview of Photon mapping for surfaces
  • Light transport in participating media
  • Extending Photon Mapping to Participating Media
  • Results

16
Light Transport in Participating media
p
q
Radiance L changes continuously from L(p,w) to
L(q,w)
17
Volume Scattering
  • Emission
  • In-Scattering
  • Absorption
  • Out-Scattering

Scattering coefficient
Absorption coefficient
18
Volume Rendering Equation
Extinction coefficient
Ray marching
19
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 )
20
Outline
  • Overview of Photon mapping for surfaces
  • Light transport in participating media
  • Extending Photon Mapping to Participating Media
  • Results

21
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

22
Volume Radiance Estimate
  • Estimate radiance using volume photon map

23
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-scattered radiance
single scattering (direct)by ray tracing
Multiple scattering (indirect) by volume
radiance estimate
24
Outline
  • Overview of Photon mapping for surfaces
  • Light transport in participating media
  • Extending Photon Mapping to Participating Media
  • Results

25
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.

26
Some Results
  • Anisotropic and non-homogeneous medium

27
Underwater Scene with Volume Caustics
28
Pseudo code for volume photon mapping
  • http//www-graphics.stanford.edu/courses/cs348b-co
    mpetition/cs348b-05/abandoned/index.html

29
  • Thanks!
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