Quote:yeah, its fine relative to itself, but is it fine compared to direct illumination?
Well, photon mapping is supposed to be physically accurate... So provided that its coded right, its a very good approximation of "the solution". Provided that direct illumination is computed properly, it should look the same, no matter the method you use.
Quote:Original post by Eelco
Quote:Original post by Max_Payne
Quote:Original post by Eelco
you do realize that direct illumination IS orders of magnitude bigger than indirect?
Of course. My problem is that using photon mapping for indirect illumination, I was getting a decent lighting level, but when I switched to separate direct illumination, it looked like the scene was aside a nuclear explosion.
that could be your tonemapping messing things up aswell, no?
No, I was just computing it wrong... My theory of graphics is still limited. I should be able to get it to work fine tonight, thanks to everyone's explanations ;) Plus, my tone mapping is just an exponential function.
Quote:I think he mean that when he uses photon mapping for both direct and indirect illumination, he gets wastly different results from what he get using normal rendering for direct and photons for indirect.
That is indeed what I mean. Mapping the energy on a sphere/hemisphere with the right probabilities should fix that. It should be much closer to the photon mapping result... I will spend some time tonight implementing proper lighting algorithms for basic primitives. Minimally a polygonal light, for my cornell box... Although, a disc light might be nice as well ;)