November 6, 2013 - 4:13 pm by Joss Whittle
C/C++ GPGPU Graphics Java L2Program PhD
It’s still not perfect, far from it in fact, but it’s progress none the less. I’ve been reading a lot lately about Metropolis Light Transport, Manifold Exploration, Multiple Importance Sampling (they do love their M names) and it’s high time I started implementing some of them myself.
So it’s with great sadness that I am retiring my PRT project which began over a year ago, all the way back at the start of my dissertation. PRT is written in Java, for simplicity, and was designed in such a way that as I read new papers about more and more complex rendering techniques I could easily drop in a new class, add a call to the render loop, or even replace the main renderer all together with an alternative algorithm which still called upon the original framework.
I added many features over time from Ray Tracing, Photon Mapping, Phong and Blinn-Phong shading, DOF, Refraction, Glossy Surfaces, Texture Mapping, Spacial Trees, Meshes, Ambient-Occlusion, Area Lighting, Anti-Aliasing, Jitter Sampling, Adaptive Super-Sampling, Parallelization via both multi-threading and using the gpu with OpenCL, Path Tracing, all the way up top Bi-Directional Path Tracing.
But the time has taken it’s toll and too much has been added on top of what began as a very simple ray tracer. It’s time to start anew.
My plans for the new renderer is to build it entirely in C++ with the ability to easily add plugins over time like the original. Working in C++ gives a nice benefit that as time goes by I can choose to dedicate some parts of the code to the GPU via CUDA or OpenCL without too much overhead or hassle. For now though the plan is to rebuild the optimized maths library and get a generic framework for a render in place. Functioning renderers will then be built on top of the framework each implementing different feature sets and algorithms.
Tags
Bi-Directional Path Tracing, Concurrency, CUDA, Depth of Field, Global Illumination, GPGPU, Monte Carlo Integration, OpenCL, Path Tracing, Photon Mapping, Ray Tracing
October 23, 2012 - 6:32 pm by Joss Whittle
Dissertation Graphics Java University
As part of the research for my dissertation on GPU Accelerated Path Tracing I thought it would be a good idea to have another crack at writing a Ray Tracer. Unlike my previous ray tracer which was slow, clunky, and produce sub-par results I think this time I’ve done a pretty good job.
The new ray tracer includes a bunch of advanced features such as Texture/Specular/Normal Mapping, Octrees, Photon Mapping, and Adaptive Super-Sampling.
The part of the ray tracer I am most pleased with has got to be Photon Mapping, which is the process of simulating natural and secondary lighting.
Before rendering begins photons are fired out of the light sources in the scene and are bounced around as they collide with objects. At each collision a photon is posed a choice, “Do you die? Or do you keep on living?”, if the photon dies it takes the colour of where it intersected and it is stored in the photon map; on the other hand if the photon decided to live it picks up a little bit of light from its current position and a reflection vector is calculated, it is then fired off in the new direction.
In the image below you can see the effect of Photon Mapping (left) and what the scene would have otherwise looked like without it (right).
An implementation of the K-Nearest Neighbor algorithm was used for searching the photon map for nearest photons to a given intersection location. The algorithm was optimized by storing intermediate photon maps for each object in the scene (triangular meshes were treated as single objects).
The effects of different K values on the K-Nearest Neighbour algorithm can be seen below. The K values used (in order) were: K = 1, K = 10, K = 50, K = 100, K = 500
Lambert shading gives diffuse colour for objects such that the further away they point from a light source the darker they appear.
Phong shading calculates the Specular Highlights that appear on glossy objects. The phong shading is added to the diffuse (lambert) shading to yeild the final colour.
Blinn-Phong shading is an optimization on phong shading which is faster to compute while offering similar results. Phong shading computes specular highlights using an expensive reflection vector calculation; Blinn-Phong shading improves on this by computing a half-way vector between the view direction and the light source to use for estimating the specularity of the surface.
Tags
Global Illumination, Photon Mapping, Ray Tracing