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The basic ideas are:
- We launch photons from the light sources1 in all directions (or towards the scene, if the light source is far
from it).
- We store a photon (position, power and direction) in each intersection
of the photon with the scene.
- We compute the kind of interaction with the surface by using the russian
roulette. The types of interactions are:
- Diffussion: the photon is reflected in a random direction (projected
hemisphere) or taking into account a BRDF.
- Reflection: Perfect reflection of the photon.
- Refraction: The photon is refracted using Snell's law.
- Absortion: We don't launch that photon again.
The russian roulette method decides which interaction to consider
in function of the material: for example, it is more likely that a
black object absorbs a photon than a white one. This is in general
desirable over reducing the power of the photons, because concentrates
the computations due to a large number of weak photons into a small
set of powerful photons, and allows for further variance reduction
in the illumination calculation.
Next: Caustic Photon Map (caustics)
Up: Pass 1: Photon Tracing
Previous: Generation of the Photons
Francisco Luis Adarve Martín
2004-12-08