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Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps

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Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps. Paper by Henrik Wann Jensen, Per H. Christensen Presented by Abhinav Golas. Overview. What is participative media? Mathematical formulation The Photon Map approach Results & Discussion. - PowerPoint PPT Presentation
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Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps Paper by Henrik Wann Jensen, Per H. Christensen Presented by Abhinav Golas 1
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Page 1: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

1

Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps

Paper by Henrik Wann Jensen, Per H. ChristensenPresented by Abhinav Golas

Page 2: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

2

Overview

What is participative media? Mathematical formulation The Photon Map approach Results & Discussion

Page 3: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

3

Overview

What is participative media? Mathematical formulation The Photon Map approach Results & Discussion

Page 4: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

4

Till now Assumption – only objects affect light The medium does not affect light

What about? Fog Smoke Fire

What is participative media?

Page 5: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

5

What is participative media? (2)

Light does interact with the certain media Absorption Scattering Emission

Page 6: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

6

Absorption

Light can be attenuated while passing through certain media Smoke

Page 7: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

7

Scattering

Light can scatter when passing through certain media Single scattering – light is scattered once

before reaching eye Multiple scattering – light is scattered more

than once before reaching eye

Page 8: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

8

Emission

In some cases the media will emit light Fire Explosions

Page 9: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

9

Overview

What is participative media? Mathematical formulation The Photon Map approach Results & Discussion

Page 10: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

10

Mathematical formulation

α(x) – Absorption coefficient σ(x) – Scattering coefficient Le – Emitted light Li – In-scattered radiance

wxLxwxLxwxLxwxLxxwx,L

ie

,,,,

Emitted radiance

In-scattered radiance

Absorption Out-scattered radiance

Page 11: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

11

Mathematical Formulation (2)

κ(x) – Extinction coefficient = α(x) + σ(x) f(x,ω’, ω) – Scattering function

wxLxwwxLwwxfxwxLxxwx,L

e

,'',,',,

Page 12: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

12

Mathematical Formulation (3) wxLxwwxLwwxfxwxLxxwx,L

e

,'',,',,

Simply integrating along a path from x0 to x

τ(x’,x) – Transmittance along line segment along x’ to x, =

xxe '

Page 13: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

13

Mathematical formulation (4)

wxLxxxwwxLwwxfxxxxwxLxxxwx,Lx

xe

x

x

,,''',,',','','',' 0000

''',,',',''',,',

0

xwwxLwwxfxxxwwxLwwxfxx

x

','',',0

xwxLxxxwxLx ex

xe

xxexx '',

And we’re done with the math!

Page 14: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

14

Overview

What is participative media? Mathematical formulation The Photon Map approach Results & Discussion

Page 15: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

15

Photon Map review

2 pass algorithm Pass 1: Trace photons through the scene Pass 2: Use photons in ray tracing to get

indirect illumination estimate Store in 2 k-D trees

Caustic Map (LS+D) Global/Indirect Illumination Map (L(S|D)+D)

Page 16: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

16

The Photon Map approach

Extend previous surface photon map approach Changes

Define a “volume photon map” Photon data structure needs to be augmented with

direction Justification for using k-D tree for storing photons! –

3-D storage data structure required Only indirect illumination – only store photons which

Have reflected or transmitted off an object before interaction with media (L(S|D)+M)

Have been scattered at least once by media (LM+)

Page 17: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

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Ray Marching Integration scheme Move through a region with some step Δx

Integrate function with sampling at xk

Used extensively for volume integration

xX0 X1 X2Xk

xx x x

Page 18: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

18

Photon Map algorithm for participating media (Pass 1)

At step xk

Interacts with media

Scatters

Absorbed

From light source?

Store into photon map

Does not interact

Move Δx to xk+1

Yes

No

xxxF s ,1)(

Russian roulette with σ(x)/κ(x)

Page 19: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

19

Rendering pass (Pass 2)

Ray march through volume At each step

Δxk is the step – can be recursively halved if radiance changes by too much

Step size is also jittered to avoid aliasing

,,, ,, xL

xxxLxL iidii

,

,,,

1

kxx

kkik

kkekk

xLe

xxLxxxLxxL

kk

Page 20: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

20

Finding In-scattered radiance

Gather n nearest photons and use their flux ΔΦ to collect radiance

In this step we only use indirect illumination, hence only those photons having indirect illumination are used

dVdx

xdxL

,,2

3

'

1

'

34,

,,1,r

xxf

xxL pp

n

ppi

'',,',, dxLxfxLi

dVxdxf

xxLi

,,',1,2

Page 21: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

21

Overview

What is participative media? Mathematical formulation The Photon Map approach Results & Discussion

Page 22: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

22

Results

Volume caustics!

Page 23: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

23

Results (2)

Scattering and absorption in an anisotropic heterogeneous media

Page 24: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

24

Results (3)

Volume caustics for water

Page 25: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

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Results (4)

Page 26: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

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Results (5)

God (or crepuscular) rays

Page 27: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

27

Advantages/Pitfalls

Advantages Claimed to be faster than Monte-Carlo methods Better image quality

Pitfalls Large number of photons may be required –

memory requirement Doesn’t scale to large scenes too well – people

usually put it in future work Still need light sources to model emissive media

– no heuristic for naturally emitting media

Page 28: Efficient Simulation of Light Transport in Scenes  with  Participating  Media using Photon Maps

28

References

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

Smoke simulation for Large Scale Media – Fedkiw et al.

Per H. Christensen - http://www.seanet.com/~myandper/per.htm

Henrik Wann Jensen - http://graphics.ucsd.edu/~henrik/

Certain images from presentation by Jen-Yuan Chiang on the same paper (http://www.csie.ntu.edu.tw/~cyy/courses/rendering/05fall/assignments/pres/slides/volume.ppt)


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