The current PhotonMap class was painfully slow when accessing the KD-tree for the purposes of irradiance estimation (the final gathering phase of photon mapping). Upon further inspection I found that the tree was implemented as a linked structure instead of the more efficient heap approach and that it was not being balanced. I replaced the PhotonMap with the code from Jensen's book which not only keeps the KD-tree in a heap but balances it before accessing it (in oder to guarantee O(log(n)) performance) and now things are significantly faster. For example, 1M photons used to take over 43 minutes to simulate start to finish (without final gather). Now, this is working in about 30 seconds!
Of course, this could be a fluke, perhaps I have missed something in the new lightmap. However, the results are looking promising:
Now, I need to clean up the gathering phase. The simulation looks better than before but now it is too bright and too noisy. Furthermore, I need to enable Final Gather on Jensen's photon map. It does not implement this out-of-the-box.
I want to re-work Jensen's allocation scheme for the heap. At present, it requires a 'maxPhotons' when you initialize the map and this is all the space that gets allocated. Since photon emission is stochastic you can't accurately predict just how many will be emitted before hand, you can only give a maximum upper bound. In practice this upper bound is about 3 times bigger than it needs to be. A data structure than can take an initial guess and resize as needed would be preferable to avoid the initial over-allocation this causes. This may be difficult as not only do Jensen's functions expect pointers to the photons but it expects them to be stored sequentially which I'm not sure an expanding array structure can guarantee (or allow me to access).
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Info about progress on my Google Summer of Code 2009 project on Advanced Lighting & Shading in CrystalSpace.
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