The pi-engine, PART 2, Dynamic illumination in 3D engines using real-time photon mapping.
Authors
Ottosen, Thorsten ; Kristensen, Dennis
Term
4. term
Education
Publication year
2003
Abstract
Denne afhandling anvender real-time photon mapping for at få belysning i interaktive applikationer til at se mere realistisk ud og for at automatisere dele af lysopsætningen. Første del gennemgår centrale begreber om lys og teknikken real-time photon mapping. Anden del beskriver implementeringen og resultaterne i detaljer. Vi fokuserer på to hovedudfordringer: ydeevne og visuel kvalitet. Systemer i realtid skal reagere hurtigt, men højere billedkvalitet kræver flere beregninger. I photon mapping øges kvaliteten, når vi simulerer flere fotoner (lyspartikler) og bruger mere detaljeret geometri (flere polygoner, de grundlæggende flader i 3D-modeller). Begge dele gør systemet langsommere. Afslutningsvis skitserer afhandlingen en metode til at opnå god billedkvalitet i realtid og peger på begrænsninger og problemer til fremtidigt arbejde.
This thesis applies real-time photon mapping to make lighting in interactive applications look more realistic and to automate parts of the lighting setup. The first part reviews key ideas about light and the real-time photon mapping technique. The second part details the implementation and its results. We focus on two main challenges: performance and visual quality. Real-time systems must respond quickly, but higher image quality requires more computation. In photon mapping, quality improves when we simulate more photons (light particles) and use more detailed geometry (more polygons, the basic shapes in 3D models). Both choices slow the system down. The thesis concludes with a method for achieving good image quality at real-time speeds and points to limitations and open problems for future work.
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