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2010年8月2日 星期一

[Feature]Photon Mapping

I use photon mapping to do the indirect illumination. Indeed, it's way faster than path tracing.Following image is rendered with global photon map and caustic photon map.

[Cornell Box]
Parameters:1000 samples direct lighting
10000 photons
1000 photons for irradiance estimation


















Parameters:1000 samples direct lighting
10000 photons
1000 photons for irradiance estimation


















Parameters:
2000 samples direct lighting
1500x1500 HDR image as background
10000 photons
1000 photons for irradiance estimation

















2010年7月21日 星期三

[Path Tracing]Environment Mapping

After adding environment mapping, everything looks good ^^.

Path tracing isn't a good method to do caustic, so it's noisy for the caustic even though I use comparably more samples.

Parameters:
700 samples path tracing
1500x1500 HDR image as background



















Image based Lighting
Parameters:
700 samples path tracing
50 samples image based lighting
1500x1500 HDR image as background



















Image based Lighting
Parameters:
1500 samples path tracing
50 samples image based lighting
1500x1500 HDR image as background



2010年7月15日 星期四

[Progress]Path Tracing

After I review the whole concept about path tracing, now I'm more aware of it.

1. Original path tracing doesn't separate direct illumination part from indirect illumination part.

2. Direct illumination part is for smoothing the result. (Because if the sampled ray doesn't hit the luminaire, it'll be totally black and otherwise it'll be really bright.)

Here is the result. Path tracing with a glass ball.

Parameters:
1 shadow ray
1 hemisphere sample
15 times max bounce (if none of bounces hits the light)
200 samples per pixel