Hi all 🙂
Matt and I will join again in another project: Photon map Global Illumination for blender.,since both of us started to work on photon mappers independently (Matt few weeks ago and me few days ago), a happy coincidence.
he’s said:
“It’s by pure co-incidence that Farsthary today said he wanted to look at doing the same, I guess we’re following similar trains of thought. Anyway, the work I’ve already done, although still in heavy dev, is quite functional so far – at least in a testing sense, I haven’t started putting it into production contexts yet. I don’t know if Farsthary has any code functional yet or not (I haven’t seen it) but I’d be very happy for him to work together with me on this again, it makes sense and two heads can be better than one!”
Currently, near every high end render supports photon mapping GI, this approach has several advantages over traditional unbiased renderers for calculating GI (as well as drawbacks) but represents a natural extension to raytracer renderers and allows to add lots of new effects to raytracers.
Matt has previously implemented the photon map using the BVH tree, and I have used a Kd-tree , in order to learn and thinker (I especially like that 😉 ). As soon as he finishes to polish his code, we fusion forces. 🙂
Here are Matt´s tests.
Yesterday I posted that I have near all the photon mapper implementation but lack the blender related functions but thanks to matt code I could fill the gap and here are some test, some of them are really fast!
Hope you like it 🙂
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