473 Final Project

[Robert Burton]

Monte Carlo Ray Tracing

Monte Carlo Ray Tracing for global illumination involves sending out multiple rays from a hit point around its normal to calculate the "global color" coming toward that point. This can then be recursively done for those points, and so on until you finally make a lot of lighting calculations and return back. The result is a very nice looking image that has color bleeding between objects. For example, the left box has green on its left from the green wall.

MonteCarlo

Photon Mapping

For my final project, I implemented Photon Mapping, which attempts to simulate the way photons behave. A large amount of photons are sent out from a light source, randomly reflected, refracted, or aborbed, and then their locations are stored in a spacial data stucture (most often a KD tree). Then during the render, the lighting for each point is calculated based on nearby photons. This provides, in my opinion, a much more realistic looking render. The color bleeding seems more realisitc, the walls are a more realistic color, and very nice soft shadows are created thanks to the many photons. The results can be seen below :).

PhotonMapping