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[SPPM] How can photons ever correctly contribute to hitpoints on an animated primitive? #337

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paulgrassler opened this issue Sep 11, 2024 · 1 comment

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@paulgrassler
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Hey,
I am confused about how Motion Blur works for scenes rendered with SPPM. As far as I can see, the camera rays that are used to create the hitpoints have sampled time values associated with them, such that they are transformed appropriately when intersecting the animated primitive. However, the same is not true for the photon rays. Even though a time sample is generated in the photon pass and passed to the light->Sample_Le function, it is not used in the case of e.g. a diffuse sphere light. I do not understand how in this case, the aforementioned hitpoints on the surface of the transformed primitive ever get photon contributions. I know this is quite a technical question. I have spent quite some time trying to understand this process as I am trying to implement SPPM with Motion Blur myself. I would appreciate any help. If I misunderstood something, please let me know as well.

Thank you!

@paulgrassler paulgrassler changed the title [SPPM] How can photons ever hit hitpoints on the surface of an animated primitve at end time? [SPPM] How can photons ever hit hitpoints on the surface of an animated primitive at end time? Sep 11, 2024
@paulgrassler paulgrassler changed the title [SPPM] How can photons ever hit hitpoints on the surface of an animated primitive at end time? [SPPM] How can photons ever correctly contribute hitpoints on the surface of an animated primitive? Sep 11, 2024
@paulgrassler paulgrassler changed the title [SPPM] How can photons ever correctly contribute hitpoints on the surface of an animated primitive? [SPPM] How can photons ever correctly contribute to hitpoints on an animated primitive? Sep 11, 2024
@paulgrassler
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paulgrassler commented Sep 21, 2024

Hey, I also brought this issue up in the PBRT v4 repo, implemented a fix and created a pull request. Please take a look!

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