We present a new method for efficiently simulating the scattering of
light within participating media. Using a theoretical reformulation of
volumetric photon mapping, we develop a novel photon gathering technique for
participating media. Traditional volumetric photon mapping samples the
in-scattered radiance at numerous points along the length of a single ray by
performing costly range queries within the photon map. Our technique replaces
these multiple point-queries with a single beam-query, which explicitly gathers
all photons along the length of an entire ray. These photons are used to
estimate the accumulated in-scattered radiance arriving from a particular
direction and need to be gathered only once per ray. Our method handles both
fixed and adaptive kernels, is faster than regular volumetric photon mapping,
and produces images with less noise.
Pre-2018 CSE ID: CS2008-0914