soren
September 26th, 2006, 18:45
I've been wondering something about Mental Ray's implementation of global illumination and photon mapping. I made this image to illustrate my question:
http://monkeydyne.com/lamrug/cornell_photons.jpg
Why are photons' energies distributed with the most energy at the farthest edge and no energy right in the middle? Wouldn't there be less artifacting, not to mention a more realistic representation of energy distribution proportional to distance, if the photons' falloff went the other way with brightness at the middle trailing off to dark at the edges?
This isn't causing any problems for me per se, I'm just curious why it's implemented in this way. Thomas Driemeyer is a smart guy and I'm sure he has his reasons.
(Posted here because this seems to be a Maya/XSI/3DS independent question.)
http://monkeydyne.com/lamrug/cornell_photons.jpg
Why are photons' energies distributed with the most energy at the farthest edge and no energy right in the middle? Wouldn't there be less artifacting, not to mention a more realistic representation of energy distribution proportional to distance, if the photons' falloff went the other way with brightness at the middle trailing off to dark at the edges?
This isn't causing any problems for me per se, I'm just curious why it's implemented in this way. Thomas Driemeyer is a smart guy and I'm sure he has his reasons.
(Posted here because this seems to be a Maya/XSI/3DS independent question.)