Ok, I know I am a bit (quite a bit maybe) late at writing this post. But still, the good thing is that I have got something working. But before that there are other important things to write.
After some discussions and meeting with my mentor Scott Johnson, we have decided to aim for getting at least the first milestone completed by the mid term evaluation in mid-july. And the first milestone includes three tasks:
1.) Getting the photon coloring stuff working to obtain color bleeding.
2.) Getting photon mapping to work with caustics.
3.) Planning for how to get photon mapping take advantage of multiple cores.
Well after spending a lot of time to get walktest working on ubuntu, I shifted onto windows with visual studio, just to realize that it wasnt ubuntu but my graphics card,, which wasn't working, after which my brother was generous enough to buy me a new laptop. So, as of now everything is working perfectly fine (in terms of the development environment) but still on windows with VS.
Anyways, coming to the point, the thing which I have got working till now is the photon coloring effect, the effect of color bleeding can be seen in photon mapping.
The steps which I followed were simple, it was to get lighter2 save another copy of the textures for the scene, it saves one copy as of now for direct lighting but that is a filtered image and isn't useful for photon mapping. The next step was to use this image to obtain the color of a particular primitive when it is hit, and multiply it with the color of photon ray to get the color for the photon ray.
Results : Here are a few samples of the cornell map with photon mapping
This was taken with 25M photons and photon rays colors multiplied by 16. The image has a lot of noise most probably because of the photon mapping light scaling.
And another one:
This too has been taken with 25M photons but pm light scaling =10, the color bleeding is too less, but there is lesser noise.
One major issue that I found with photon mapping is the number of photons that are reflected are too less, while using 25M photons, with maxrecursiondepth set to 20, the total number of photons traced were just around 50-51M in most cases. I looked into the code which decided whether to reflect the photon or not, and I think that there are some issues with the criteria to decide the reflectivity of a surface, I will probably try to read more about it and tweak it out to get some better results.
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