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Disney Photon Beam & Photon Mapping Rendering (DirectX12 with RTX)

This project implements volumetric participating media rendering using Disney's Photon Beam algorithm and traditional Photon Mapping, fully utilizing DirectX12 and NVIDIA RTX features. It forms part of my graphics programming portfolio, showcasing advanced global illumination techniques in real-time rendering.

Photon Beam Preview

📽️ Demo Video and Images

🔗 YouTube Showcase (DirectX12)

Sample 01

Beam and Sruface Photon

Sample 02

Surface Photon Only

Sample 03

Beam Only

Sample 04

Beam and Photon Sampling Visualization

Sample 05

Different Parameter Effects - Adjusting scattering coefficient, extinct coefficient and HG symmetric factor

🔗 Project Links


✨ Features

🌌 Photon Mapping

  • Simulates photon interactions on surfaces via ray tracing.
  • Stores radiance sampled from photon hits on surfaces.

💫 Photon Beam

  • Simulates photon beams through participating media like air.
  • Samples scattering and extinction based on beam paths and density.
  • Produces realistic volumetric lighting effects.

🔁 Scattering Modes

Mode Scattering Direction
Uniform Evenly scattered in all directions
Forward Scattered near beam’s previous direction
Backward Scattered opposite to the beam’s direction

🌈 Dynamic Light Simulation

  • Light reflection is controlled by random seed updates.
  • To avoid flickering, linear interpolation blends two seed-based frames.
  • Adjusting seed interval simulates underwater wave-like effects.

🎞️ Example of dynamic lighting:
Jump to 20:00 in demo video


📚 References

Third Party Libraries

📌 Notes

  • Specular surfaces are handled using plain ray tracing, as photon techniques are insufficient in those cases.
  • Parameters such as light hue, intensity, and air murkiness control the scattering visuals and beam density.

📁 Related Portfolio

For more rendering and simulation projects, check out my main portfolio repository:
🔗 Graphics Portfolio


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Photon beam rendering algorithm implemented with DirectX12 and RTX

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