Posts Tagged photon mapping

Path Tracing and Stochastic Progressive Photon Mapping

Some pictures and videos from our own gpu-raytracer which is physically based and currently supports path tracing and stochastic progressive photon mapping with a variety of different materials.

The left statue is made of rough glass , the middle is an imitation of plastic/wax and the right statue is copper (using sopra nk-values).

Full spectral rendering using stochastic progressive photon mapping.

A comparison between pathtracing and sppm after two minutes of rendering. Click the image to see a video-capture of the rendering.

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Stochastic Progressive Photon Mapping

Bunny rendered with area light, rendering time ca 8 min.

After Toshiyas visit we finally got around to implement a cuda version of his great progressive photon mapping.

It needs a lot of photons to converge, but it is really cool for caustics!

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Fun with Photonmapping

Photon mapping

Photon mapping

Our first attempt to use photonmapping in our Cuda raytracer, 300 samples pr pixel, 1200x800, final image rendering time 65 secs.

indirectlight

Here is the famous sponza scene in a 400 pixel pr sample rendering, without and with photonmapping. At this moment this takes a few minutes

to render, but we hope to improve on the rendering time when we learn a little more about CUDA.

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