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Efficient simulation of light transport in scenes with participating media using photon maps

Published: 24 July 1998 Publication History

Abstract

This paper presents a new method for computing global illumination in scenes with participating media. The method is based on bidirectional Monte Carlo ray tracing and uses photon maps to increase efficiency and reduce noise. We remove previous restrictions limiting the photon map method to surfaces by introducing a volume photon map containing photons in participating media. We also derive a new radiance estimate for photons in the volume photon map. The method is fast and simple, but also general enough to handle nonhomogeneous media and anisotropic scattering. It can efficiently simulate effects such as multiple volume scattering, color bleeding between volumes and surfaces, and volume caustics (light reflected from or transmitted through specular surfaces and then scattered by a medium). The photon map is decoupled from the geometric representation of the scene, making the method capable of simulating global illumination in scenes containing complex objects. These objects do not need to be tessellated; they can be instanced, or even represented by an implicit function. Since the method is based on a bidirectional simulation, it automatically adapts to illumination and view. Furthermore, because the use of photon maps reduces noise and aliasing, the method is suitable for rendering of animations.

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Published In

cover image ACM Conferences
SIGGRAPH '98: Proceedings of the 25th annual conference on Computer graphics and interactive techniques
July 1998
472 pages
ISBN:0897919998
DOI:10.1145/280814
  • cover image ACM Overlay Books
    Seminal Graphics Papers: Pushing the Boundaries, Volume 2
    August 2023
    893 pages
    ISBN:9798400708978
    DOI:10.1145/3596711
    • Editor:
    • Mary C. Whitton
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 24 July 1998

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Author Tags

  1. anisotropic scattering
  2. global illumination
  3. light transport
  4. multiple scattering
  5. nonhomogeneous media
  6. participating media
  7. photo-realism
  8. photon map
  9. photon tracing
  10. ray marching
  11. rendering
  12. volume caustics

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SIGGRAPH '98 Paper Acceptance Rate 45 of 303 submissions, 15%;
Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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  • (2024)Neural SSS: Lightweight Object Appearance RepresentationComputer Graphics Forum10.1111/cgf.1515843:4Online publication date: 24-Jul-2024
  • (2024)Photon Field Networks for Dynamic Real-Time Volumetric Global IlluminationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.332710730:1(975-985)Online publication date: 1-Jan-2024
  • (2023)VOLUMETRIC LIGHT TRANSFER IN FUNCTIONALLY DEFINED SCENESVestnik komp'iuternykh i informatsionnykh tekhnologii10.14489/vkit.2023.07.pp.011-023(11-23)Online publication date: Jul-2023
  • (2023)State of the Art in Efficient Translucent Material Rendering with BSSRDFComputer Graphics Forum10.1111/cgf.1499843:1Online publication date: 22-Dec-2023
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  • (2022)Accelerated Photon Mapping for Homogeneous Participating Media Based on OctreeImage and Graphics Technologies and Applications10.1007/978-981-19-5096-4_18(235-245)Online publication date: 22-Jul-2022
  • (2022)GPU-Based Techniques for Global Illumination EffectsundefinedOnline publication date: 21-Mar-2022
  • (2021)Fast volume rendering with spatiotemporal reservoir resamplingACM Transactions on Graphics10.1145/3478513.348049940:6(1-18)Online publication date: 10-Dec-2021
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