CS 5620/6620 - Fall 2025 - Rendering with Ray Tracing

Project 12 - Photon Mapping

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Haoyang Shi

Sun, Nov 16, 2025 @ 2:08 pm

Rendered a scene using photon mapping for indirect illumination only. Removed the diffuse component in the Blinn material to avoid double-counting, and disabled Monte-Carlo GI sampling. Render took 20s for 640x360 image.

Sun, Nov 16, 2025 @ 2:04 pm

Buggy result of rendering a scene using only photon mapping for illumination. Kind of reproduces what Cem shows in class. I believe the fault is in Cems photonmap.h, where we aggregate the light direction before taking the specular power. I think the fix is to pass in the glossiness and take the power before aggregation, but I might be wrong.

Sun, Nov 16, 2025 @ 1:58 pm

Diffuse component using photons directly coming out from the light, multiplied by a 4 coefficient. Matches OpenGL render. 1M photons, radius 1.0, ellipticity 0.2. The bright seam artifact is nicely removed by the ellipticity parameter. Render took 64s.

Sun, Nov 16, 2025 @ 12:26 pm

Final gathering with photon map and caustics map. 10M photons, 0.15 radius, render time 12:50.

Thu, Nov 13, 2025 @ 2:59 am

The Monte Carlo GI reference. Missing caustics.

Wed, Nov 12, 2025 @ 4:17 pm

Visualization of photons. Reflective and refractive surfaces are left out.

Wed, Nov 12, 2025 @ 4:15 pm

Rendered with 5M photons from the light. Looks dark everywhere. Might be missing a 2 pi coefficient? The wall seams also looks brighter than they should be.