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Very good article! I remember I became obsessed with 3D rendering in high school 6 years ago and actually wrote a little photon mapper myself (I also remembering re-writing the Wikipedia article on photon mapping at one point).

I always had the goal to turn it into something really useful but once college started that project kind of ground to a halt. Nowadays if I were to do it again, I'd just do Metropolis light sampling because I much prefer the unbiased nature of that global illumination solution than photon mapping's approximation (meaning if you average thousands of results from a MLS render it will converge on the exact solution to the rendering equation; this is not the case with photon mapping).

I've always wondered though if someone has found a solution to the pinhole problem: imagine you have a scene that contains a box. Inside the box is a very bright light, and outside of the box it is pitch black. Your camera is pointing at the box. If you rendered the scene, your resulting image would be completely black. Now imagine you poke a small "pinhole" in the box. In real-life, your resulting image would be well-lit because of the very bright light now bleeding out of the box. But none of the rendering techniques I know of would be able to "find" this pinhole in a reasonable amount of time without manually provided additional information. Any rendering experts know the solution to this?



Metropolis light transport with manifold exploration should be able to handle that case.




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