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Photon Mapping

 
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mrshoe



Joined: 12 Aug 2005
Posts: 6
Location: Palo Alto, CA

PostPosted: Sat Jun 24, 2006 4:37 pm    Post subject: Photon Mapping Reply with quote

My opinion is probably biased because Henrik taught me most of what I know about raytracing, but I think photon mapping is a great algorithm. I'm pleased to announce that I just finished a D implementation of photon mapping and it is now part of Sol's SVN repository. It's probably very buggy, but initial rudimentary tests indicate that the map at least stores photons.

I'm excited to see the increases in photorealism that photon mapping will provide for Sol.

A few initial ideas on changes to the scene file spec are:
    * Number of photons to fire (specified per light)
    * Number of photons to use in the irradiance estimate
    * Whether to use the map for direct lighting or only indirect lighting
    * Number of rays in the final gather (if/when I do one... slooooow)

Any other ideas?
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h3r3tic



Joined: 30 Mar 2004
Posts: 261
Location: Torun, Poland

PostPosted: Sun Jun 25, 2006 2:21 pm    Post subject: Reply with quote

Sounds good. You might also include:

* maximum photon search distance
* whether to use a disc-based estimate
* disc height for the disc-based estimate
* percent of photons for which irradiance precalculation should be done ( see http://www.seanet.com/~myandper/jgt99.pdf )

BTW, I've successfully compiled and ran Sol on WinXP Smile So far so good.
Keep up the good work !

/Tom
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mrshoe



Joined: 12 Aug 2005
Posts: 6
Location: Palo Alto, CA

PostPosted: Mon Jun 26, 2006 12:44 pm    Post subject: Reply with quote

Thanks for those great suggestions.

The maximum search distance I will definitely include in the first version with photon mapping. The disc sample area and irradiance caching are both things that I plan on implementing in future versions (I've never implemented either of those techniques before, although I've always wanted to do so).

I'm glad to hear that Sol compiles and runs on WinXP. Would you be willing to submit your makefiles?

-mrshoe
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h3r3tic



Joined: 30 Mar 2004
Posts: 261
Location: Torun, Poland

PostPosted: Mon Jun 26, 2006 2:03 pm    Post subject: Reply with quote

mrshoe wrote:
I'm glad to hear that Sol compiles and runs on WinXP. Would you be willing to submit your makefiles?

I didn't use any... Build did it for me.
sh-2.04$ build Main.d -full -clean *.lib // I'm using MinSYS, thus the shell prompt

and I had an .exe Smile Well, modulo getting all the dmd-compatible .lib and .dll files, modifying the exports in OpenGL.d to use extern(Windows) instead of extern(C) and removing glutInit(&argc, null) which for some reason caused the program to crash.

http://codeinsane.info.tm/listDir.spy?viewType=detailed&path=tmp?2Fsol
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