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Photon mapping information


In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001[1] that approximately solves the rendering equation for integrating light radiance at a given point in space. Rays from the light source (like photons) and rays from the camera are traced independently until some termination criterion is met, then they are connected in a second step to produce a radiance value. The algorithm is used to realistically simulate the interaction of light with different types of objects (similar to other photorealistic rendering techniques). Specifically, it is capable of simulating the refraction of light through a transparent substance such as glass or water (including caustics), diffuse interreflection between illuminated objects, the subsurface scattering of light in translucent materials, and some of the effects caused by particulate matter such as smoke or water vapor. Photon mapping can also be extended to more accurate simulations of light, such as spectral rendering. Progressive photon mapping (PPM) starts with ray tracing and then adds more and more photon mapping passes to provide a progressively more accurate render.

Unlike path tracing, bidirectional path tracing, volumetric path tracing, and Metropolis light transport, photon mapping is a "biased" rendering algorithm, which means that averaging infinitely many renders of the same scene using this method does not converge to a correct solution to the rendering equation. However, it is a consistent method, and the accuracy of a render can be increased by increasing the number of photons. As the number of photons approaches infinity, a render will get closer and closer to the solution of the rendering equation.

  1. ^ Jensen, H. (1996). Global Illumination using Photon Maps. [online] Available at: http://graphics.stanford.edu/~henrik/papers/ewr7/egwr96.pdf

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sophisticated rendering techniques have been developed based on ray tracing or photon mapping. Lens flare was typically avoided by Hollywood cinematographers, but...

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for their work on ambient occlusion rendering. Global illumination Photon mapping Radiosity Ray tracing High-dynamic-range rendering Miller, Gavin (1994)...

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like ambient occlusion, subsurface scattering, Rayleigh scattering, photon mapping, and many others. Experiments into the processing power required to...

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casts beams from the light source into the environment. Similar to photon mapping, backwards beam tracing may be used to efficiently model lighting effects...

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the singular path that directly reflects into the point. Progressive photon mapping (PPM), a biased rendering technique, can actually handle caustics quite...

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