Stochastic Progressive Photon Mapping 2014-05-24

The last assignment in the rendering course was to create your own scene and implement some rendering technique not covered by the previous assignments. I chose to implement depth of field because it was the simplest thing I could think of doing. My scene was a pile of LEGO bricks in different colors. In order to make the depth of field work well with my photon mapper I also implemented stochastic progressive photon mapping:


Since the stochastic variant of my renderer re-runs the eye pass for each photon pass I implemented a more efficient BVH construction algorithm using Morton codes. The BVH construction time was reduced by an order of magnitude with the more efficient implementation!

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