Volumetric progressive photon mapping written in C++.
WIP.
- Homogeneous medium
- Hero wavelength sampling for chromatic absorption/scattering coefficient
- Artist friendly parameter to control absorption/scattering coefficient
- Random walk subsurface scattering
- Load obj model
CMake option | Description |
---|---|
BUILD_TESTS | build tests |
git submodule update --init
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ..
make
Parameter | Value |
---|---|
number of iterations | 1000 |
number of photons in each iteration | 200000 |
alpha | 3/4 |
initial search radius for surface | 0.01 |
initial search radius for volume | 0.05 |
This model is available at models/CornellBox-Water-Small-Light-Covered-Cube-Floor-No-Backwall.obj
- Physically Based Rendering:From Theory To Implementation, Matt Pharr, Wenzel Jakob, and Greg Humphreys
- Efficient simulation of light transport in scenes with participating media using photon maps
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- Hachisuka, Toshiya, and Henrik Wann Jensen. "Stochastic progressive photon mapping." ACM SIGGRAPH Asia 2009 papers. 2009. 1-8.
- Knaus, Claude, and Matthias Zwicker. "Progressive photon mapping: A probabilistic approach." ACM Transactions on Graphics (TOG) 30.3 (2011): 1-13.
- Wilkie, Alexander, et al. "Hero wavelength spectral sampling." Computer Graphics Forum. Vol. 33. No. 4. 2014.
- Chiang, Matt Jen-Yuan, Peter Kutz, and Brent Burley. "Practical and controllable subsurface scattering for production path tracing." ACM SIGGRAPH 2016 Talks (2016): 1-2.
- Fong, Julian, et al. "Production volume rendering: Siggraph 2017 course." ACM SIGGRAPH 2017 Courses. 2017. 1-79.
- Wrenninge, Magnus, Ryusuke Villemin, and Christophe Hery. Path traced subsurface scattering using anisotropic phase functions and non-exponential free flights. Tech. Rep. 17-07, Pixar. https://graphics. pixar. com/library/PathTracedSubsurface, 2017.
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