I could use some help with photon mapping

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  12 December 2012
I could use some help with photon mapping

Hey Everyone,

I'm new to the forums here so first I'd like to say hello. I'm currently a computer science student studying on the west coast with an interest in computer graphics.

Currently I'm in the middle of implementing a photon map for a ray tracing program I built but I'm having a few issues. My first issue is that I don't feel like the photons in my global photon map are being dispersed properly. Below is a link to a picture of my own photon map with the photons rendered directly followed by a picture I found online of the same thing. I couldn't upload my picture here directly so please follow the link.

My picture:

Online picture:


Mine is lacking in a lot of places. 1) there aren't as many bright/white photons. 2) The photons in the shadows under the balls aren't as even and 3) it seems like photons are bunching up on the edges between walls on mine.

I've posted below the code to the function I wrote that traces photons throughout my 3D scene. I really appreciate any help or advice you guys have to offer!

Quote: void PhotonMap::TracePhoton(Photon photon, int level)
{
if(level >= 15) return;
level++;

Intersection *hit = photon.ray.FindIntersection(Objects, 0);
if(hit != NULL)
{
Ray temp;
temp.SetE(photon.pos);
temp.SetD(photon.ray.GetD());
temp.SetEnd(temp.GetE()+temp.GetD());
photon.pos = hit->point;

/**Material properties of the hit surface**/
STColor3f spec = hit->mat->GetSpecular();
STColor3f diff = hit->mat->GetDiffuse();
STColor3f mirr = hit->mat->GetMirror();
float refract = hit->mat->GetRefract();
float gloss = hit->mat->gloss;
hit->mat->gloss = 10.0;

float Pr = Max(diff, spec); //Probability of reflecting
float Pd = Probability(diff, spec) * Pr; //Diffuse probability
float Ps = Probability(spec, diff) * Pr; //Specular probability
float random = (float)rand()/(float)RAND_MAX;

if(random >= 0 && random < Pd)
{
diff /= Pd;
photon.col = photon.col*diff;
temp.Reflect(hit);
photon.ray = temp;
hit->mat->gloss = gloss;
TracePhoton(photon, level);
} else if(random >= Pd && random < Pd + Ps)
{
spec /= Ps;
photon.col = photon.col*spec;
temp.Reflect(hit);
photon.ray = temp;
hit->mat->gloss = gloss;
TracePhoton(photon, level);
} else if(random >= Pd + Ps && random <= 1.0f)
{
float dx = photon.ray.GetD().x / photon.ray.GetD().Length();
photon.theta = 255.0f*acos(dx) / 3.14159f;
photon.ray = temp;
temp.Reflect(hit);
if(mirr.r == 0 && mirr.g == 0 && mirr.b == 0 && refract == 0)
{
GeneralPhotons.push_back(photon);
photon.col = (photon.col * (diff/Pd));
photon.ray = temp;
hit->mat->gloss = gloss;
TracePhoton(photon, level);
}
}
}
}
 
  12 December 2012
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