Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering Techniques, Konstanz, Germany, June 29 - July 1, 2005), Eurographics Association, 291–300. 2005.
Non-Linear Volume Photon Mapping
Diego Gutierrez1
Adolfo Muñoz1
Oscar Anson1
Francisco Seron1
1 Universidad de Zaragoza, I3A

Abstract

This paper describes a novel extension of the photon mapping algorithm, capable of handling both volume multiple inelastic scattering and curved light paths simultaneously. The extension is based on the Full Radiative Transfer Equation (FRTE) and Fermat’s law, and yields physically accurate, high-dynamic data than can be used for image generation or for other simulation purposes, such as driving simulators, underwater vision or lighting studies in architecture. Photons are traced into the participating medium with a varying index of refraction, and their curved trajectories followed (curved paths are the cause of certain atmospheric effects such as mirages or rippling desert images). Every time a photon is absorbed, a Russian roulette algorithm based on the quantum efficiency of the medium determines whether the inelastic scattering event takes place (causing volume fluorescence). The simulation of both underwater and atmospheric effects is shown, providing a global illumination solution without the restrictions of previous approaches.

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Acknowledgements

This research was partly done under the sponsorship of the Spanish Ministry of Education and Research through the project TIN2004-07672-C03-03. The authors would also like to thank Eduardo Jiménez for his initial contribution to this work.