CS 6620 - Fall 2017 - Ray Tracing for Graphics

Project 13 - Photon Mapping

Kevin Parker


Final results

I am using approximately 1,000,000 photons for each of these renders. Photons are sampled from a 1-unit sphere. Also, based on the shape of my light and so forth, it's evident that some of my random sampling is biased.

Image without any path tracing (Just over a minute before optimizations; ~25 seconds after optimizations)

Image with one bounce of path tracing (About 17 minutes; took ~45 minutes before optimizations)

Works in Progress

Notice that many of these are rendered below 800x600, to conserve time. The teapot is also missing for many of these renders because (a), I forgot to fix the filepath, and (b), it also saves render time.

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Some specs

Different specs

Finally actual good-ish looking photons

Now it has roughly enough photons

Higher resolution (and darker) render. Still no photon bouncing.

Photon size is larger

Now photons are bouncing multiple times (partially incorrectly)

Higher-resolution render

Tweaking more parameters

Smoother

Trying more photons

Added teapot

Trying a layer of path tracing (got it backwards)

Got path tracing right (but not really) but forgot inverse-square falloff for direct illumination

Path tracing is still too dark for GI (Photon map too dark)

Trying scaling photon map by 4 * pi (area of sphere)

Pure GI (no direct)

Adding back in direct illumination

Photon map for 2nd bounce of path tracing

Pure photon mapping

Pure photon mapping

After turning in the assignment with it mostly functioning (although not entirely correct), I continued improving the renderer.

Less-blotchy photon map

Photon map render for debug

Progress on photon precomputed irradiance

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Now it looks good again. Also, the light distribution on the ceiling is a circle, not a square (but I find out later it's still not correct)

But now there's splotches!

And now there's a crack in the wall!

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Cracks in the wall are gone

Cracks are fixed, but things are still splotchy

Doing a render with path tracing

Another render (too many bright spots!)

Trying diffuse/specular only (no reflections or refractions)

Trying with only 1 bounce

Problems resolved; now spherical sampling is actually uniform


Machine Specs

MacBook Pro (15-inch, 2016)

2.7 GHz quad-core Intel Core i7 Skylake (6820HQ)

16 GB 2133 MHz LPDDR3 RAM