2.6.2  Photons, Dispersion and Improved Radiosity

Photons

The basic goal of the photon map is to render true reflective and refractive caustics. The photon map was first introduced by Henrik Wann Jensen (see Suggested Reading).

Photon mapping is a technique which uses a backwards ray-tracing pre-processing step to render refractive and reflective caustics realistically. This means that mirrors can reflect light rays and lenses can focus light. Photons can also interact with media, to show the path the light travels.

A code example:

 global_settings {
   photons {
     count 20000
     autostop 0
     jitter .4
   }
 }

 light_source {
   MyLight
   photons {
     refraction on
     reflection on
   }
 }

 object {
   MyObject
   photons {
     target
     refraction on
     reflection on
     collect off
   }
 }
Dispersion

Since the refractive index of a material changes as a function of the lights wavelength, light passing through a material will be separated according to wavelength. This is known as chromatic dispersion. It creates a prismatic color effect inside the object.

As POV-Ray does not use wavelengths for rendering, the effect is simulated. Dispersion can also be used in combination with photons (to recreate that famous record sleeve)

Improved Radiosity

Many things have changed in radiosity, compared to POV-Ray 3.1. A short overview:

Radiosity is still an experimental feature. We cannot guarantee that scenes using these features in this version will render identically in future releases or that full backwards compatibility of language syntax can be maintained.