Stand a glass of water in sunlight and a bright, wobbly patch of light appears on the table below. That patch — a caustic — forms because the curved glass bends, focuses, and scatters the rays. To a human eye it is mundane; to a computer graphics renderer, it was, for decades, nearly impossible to simulate cheaply.
The breakthrough came in 1996 when Henrik Wann Jensen introduced photon mapping, a two-pass algorithm that separates light transport into two distinct phases: shooting photons and gathering them. Instead of tracing individual rays from the camera and hoping they happen to hit a light source, photon mapping pre-computes where light energy lands in the scene — and then queries that cache at render time.
The result is a method that handles caustics, color bleeding, participating media, and indirect illumination in a unified way, and that became the backbone of production renderers used in films, games, and architectural visualization for more than two decades.
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