Phaton gathering
#21
Posted 15 March 2012 - 02:51 PM
Isn't this like path tracing? except we query the photon map instead? So we have to shoot huge amount of secondary rays?
#22
Posted 15 March 2012 - 06:12 PM
#23
Posted 15 March 2012 - 09:55 PM
for each eye pixel cast ray to scene and get closest hit {
for x = 1 to 128 {
from hit point, cast ray to scene and get photon at hit point
add photon color to total
}
total /= 128
add total to direct illumination ray and set eye pixel to it
}
#24
Posted 15 March 2012 - 11:19 PM
#25
Posted 15 March 2012 - 11:53 PM
#26
Posted 15 March 2012 - 11:57 PM
#27
Posted 16 March 2012 - 03:56 AM
#28
Posted 16 March 2012 - 04:58 PM
#29
Posted 16 March 2012 - 05:02 PM
#30
Posted 16 March 2012 - 05:30 PM
Plus, real life has other things like dispersion, polarization, phosphorescence, fluorescence, nonlinear optics, and quantum phenomena that we hardly ever bother to model in computer graphics, because (in most conditions) we can't see them.
#31
Posted 16 March 2012 - 09:20 PM
#32
Posted 16 March 2012 - 09:29 PM
#33
Posted 16 March 2012 - 09:52 PM
Alternatively, use this.
#34
Posted 16 March 2012 - 10:00 PM
}:+()___ (Smile), on 16 March 2012 - 09:29 PM, said:
But raytracing doesn't do caustics and color blending. Path tracing does not work well with very small emitters because the chance to hit one is little, but photon mapping should simulate real life light transport, it should even work for laser lights. And I was technicaly thinking that if I have trillions of photons (of course in a progressive manner) with a radius <1 should be like the real thing. Material has lots to do as well like Reedbeta said, but I would imagine that photon mapping is the way to go to use a reference no? I mean, if you let it run for a week, you should have all the dots blended in by then!
#35
Posted 16 March 2012 - 10:01 PM
Reedbeta, on 16 March 2012 - 09:52 PM, said:
Alternatively, use this.
Yes I've looked at the progressive photon mapping. Works great, but slowwwwww.
But what do you mean Reedbeta by "it should be ok for practical purposes"? It's not that good?
#36
Posted 16 March 2012 - 10:12 PM
#37
Posted 16 March 2012 - 10:42 PM
#38
Posted 16 March 2012 - 11:09 PM
The trouble, IMO, is that when people speak about photon mapping renderers they count only the raytracing phase as being part of the estimator when they talk about bias or lack thereof. Once you create a photon map with a finite number of photons, the error (due to having only finitely many photons) is "baked in", and then raytracing an image using that photon map will converge not to the mathematically correct illumination in the scene, but to the illumination represented by the photon map, which has some error. That's why they say it is biased - even infinitely many samples in the raytracing part will not eliminate the error from the photon mapping part.
It seems silly to me to neglect that you can also turn up the number of photons as well as the number of samples, and make it converge to the correct answer that way. In other words, consider the estimator as including both the photon mapping phase and the raytracing phase. Then it's unbiased.
It's true that in the traditional form of photon mapping you must store the photons all in a data structure, so memory consumption grows with the number of photons, so you will eventually run out of space, but IMO that is not a good reason to leave the photon mapping part out of the estimator. In any case, with the progressive photon mapping technique you do not need to store all the photons so it is really unbiased by any reasonable definition and even some unreasonable ones.
#39
Posted 16 March 2012 - 11:56 PM
So in other words, only photon mapping with a radius <1 per pixel is truly unbiased, and path tracing also (without point lights) in unbiased, the rest are all biased. So most raytracer's claimes to be unbiased (and real fast, no dots) is not correct because they use approximation.
Am I getting this right?
#40
Posted 17 March 2012 - 12:29 AM
A raytracer with no indirect illumination would be biased because it leaves out a lighting component. Path tracers are typically designed to be unbiased in all cases, whether they use direct light sampling or not (and it's better that they do, because it decreases variance and therefore improves quality for a given amount of render time!). Photon mapping with or without final gathering is unbiased if you increase the number of photons as well as the number of samples. It's biased if you consider only a fixed photon count while increasing the number of samples in the raytracing (& final gathering) part. Most raytracers' claims to be unbiased are probably on the level (excepting bugs or unintentional design flaws, and really extreme issues like floating point precision etc.)
BTW, I guess I should clarify that with regard to the photon search radius, I'm expecting it to get smaller as the number of photons increases, so that it goes to zero in the limit.
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