https://github.com/laprej/photons
Our photon mapping final project for Barb's class
https://github.com/laprej/photons
photon-mapping
Last synced: 9 months ago
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Our photon mapping final project for Barb's class
- Host: GitHub
- URL: https://github.com/laprej/photons
- Owner: laprej
- License: bsd-3-clause
- Created: 2011-05-18T22:39:15.000Z (about 15 years ago)
- Default Branch: master
- Last Pushed: 2024-05-10T20:27:29.000Z (about 2 years ago)
- Last Synced: 2024-11-20T13:40:38.588Z (over 1 year ago)
- Topics: photon-mapping
- Language: C++
- Homepage:
- Size: 4.86 MB
- Stars: 5
- Watchers: 4
- Forks: 1
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- License: LICENSE.md
Awesome Lists containing this project
README
Accurate Radio Transmission Using Photon Mapping
================================================
Getting the Code
----------------
https://github.com/laprej/photons will show available options for viewing
and downloading the code as you see fit. Clicking on "Downloads" will
present you with several options including "Download .tar.gz" and
"Download .zip." Additionally, you can use git directly:
git clone git://github.com/laprej/photons.git
Running the Code
----------------
To build the code, simply type:
make
This should build the code. Assuming no errors, it can be run like so:
./render
Typically parameters involve input files and number of photons to shoot. A
good start would be something like this:
./render -input refloormapsobj/AE_quads.obj -num_photons_to_shoot 500
Additionally, we added the **d** command. Once the photons have completed
firing, i.e. after the **p** key has been pushed and it has completed, pushing
the **d** key will light the spheres according to a conventional color scheme.
Green is good and means the sphere received enough photons for communication
to take place. Red is bad and means it did not receive enough photons. Colors
will vary between these two extremes as appropriate.
To repeat our experiments, you may run the following commands:
./render -input refloormapsobj/AE_Quads_Control.obj -num_photons_to_shoot 10000
./render -input refloormapsobj/AE_Quads_No_Transmit.obj -num_photons_to_shoot 10000
Of course, shooting 10000 photons will take quite a while. Consider
using a smaller number (such as 500 or 1000).