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From Particles to Fields: Reframing Photon Mapping with Continuous Gaussian Photon Fields

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Accurately modeling light transport is essential for realistic image synthesis. Photon mapping provides physically grounded estimates of complex global illumination effects such as caustics and specular-diffuse interactions, yet its per-view radiance estimation remains computationally inefficient when rendering multiple views of the same scene. The inefficiency arises from independent photon tracing and stochastic kernel estimation at each viewpoint, leading to inevitable redundant computation. To accelerate multi-view rendering, we reformulate photon mapping as a continuous and reusable radiance function. Specifically, we introduce the Gaussian Photon Field (GPF), a learnable representation that encodes photon distributions as anisotropic 3D Gaussian primitives parameterized by position, rotation, scale, and spectrum. GPF is initialized from physically traced photons in the first SPPM iteration and optimized using multi-view supervision of final radiance, distilling photon-based light transport into a continuous field. Once trained, the field enables differentiable radiance evaluation along camera rays without repeated photon tracing or iterative refinement. Extensive experiments on scenes with complex light transport, such as caustics and specular-diffuse interactions, demonstrate that GPF attains photon-level accuracy while reducing computation by orders of magnitude, unifying the physical rigor of photon-based rendering with the efficiency of neural scene representations.

Jiachen Tao, Benjamin Planche, Van Nguyen Nguyen, Junyi Wu, Yuchun Liu, Haoxuan Wang, Zhongpai Gao, Gengyu Zhang, Meng Zheng, Feiran Wang, Anwesa Choudhuri, Zhenghao Zhao, Weitai Kang, Terrence Chen, Yan Yan, Ziyan Wu• 2025

Related benchmarks

TaskDatasetResultRank
Neural RenderingWater-Caustic
PSNR27.12
5
Neural RenderingWater-Caustic 2
PSNR28.72
5
RenderingVeach-Bidir (test)
Rendering Time (s)6.3
5
RenderingVeach-Ajar (test)
Rendering Time (s)30.1
5
RenderingWater-Caustic (test)
Rendering Time (s)16.34
5
RenderingWater-Caustic 2 (test)
Rendering Time (s)15.3
5
RenderingCornell Box (test)
Rendering Time (s)26.7
5
Physically-based renderingVeach Bidir
PSNR37.61
4
Physically-based renderingVeach-Ajar
PSNR25.84
4
Physically-based renderingWater-Caustic
PSNR27.12
4
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