05 ’ digital image synthesis presented by jen-yuan chiang
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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 - PowerPoint PPT PresentationTRANSCRIPT
Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps- Henrik Wann Jensen Per H. Christensen
05’ Digital Image SynthesisPresented 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 amedium
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 none
specular 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
CausticsIndirect illumination
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
2
2
2
|cos|),(),(),(),,(
|cos|),(),,(
|cos|),(),,(
,,,S iiiciiiiidiio
S iiiiio
S iiiiio
dpLpLpLpf
dpLpf
dpLpf
Radiance Estimate Information of Photons
Position(p), power( ), incoming direction( ) pp
N
p
ppprr r
xxfxL
12
),(),,(),(
Outline
Overview of Photon mapping for surfaces
Light transport in participating media Extending Photon Mapping to
Participating Media Results
Light Transport in Participating media
x
Radiance L changes continuously from L(p,w) to L(q,w)
p q
x
Volume Scattering Emission
In-Scattering
Absorption
Out-Scattering
),()( xLx e
),()( xLx i
),()( xLx
),()( xLx
Absorption coefficient
Scattering coefficient
Volume Rendering Equation
Extinction coefficient
Ray marching
Ray Marching Computes the contribution from the medium by
dividing the ray into smaller segments
x
emission
in-scattering
extinction(assuming medium properties are the same through )
X0X1 X2
Xk
xx x x
x
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 ),( wxL k
in-scattered radiance
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 k
d-tree), so capable of handling complex scene.
Some Results Anisotropic and non-homogeneous medium
Underwater Scene with Volume Caustics
Pseudo code for volume photon mapping
http://www-graphics.stanford.edu/courses/cs348b-competition/cs348b-05/abandoned/index.html
Thanks!