We consider the scattering of light in participating media composed of sparsely and randomly distributed discrete particles. The particle size is expected to range from the scale of the wavelength to the scale several orders of magnitude greater than the wavelength, and the appearance shows distinct graininess as opposed to the smooth appearance of continuous media. One fundamental issue in physically-based synthesizing this appearance is to determine necessary optical properties in every local region. Since these optical properties vary spatially, we resort to geometrical optics approximation (GOA), a highly efficient alternative to rigorous Lorenz-Mie theory, to quantitatively represent the scattering of a single particle. This enables us to quickly compute bulk optical properties according to any particle size distribution. Then, we propose a practical Monte Carlo rendering solution to solve the transfer of energy in discrete participating media. Results show that for the first time our proposed framework can simulate a wide range of discrete participating media with different levels of graininess and converges to continuous media as the particle concentration increases.
翻译:我们考虑的是参与媒体中的光散射,这些参与媒体由稀有和随机分布的离散粒子组成。粒子的大小预计将从波长的大小到比波长大几个数量级的大小不等,外表显示的细度与连续媒体的光滑外观不同。物理合成这种外观的一个基本问题是确定每个地方的必要光学特性。由于这些光学特性在空间上各异,我们采用几何光学近似(GOA),这是严格的Lorenz-Mie理论的一种高效的替代方法,从数量上代表单个粒子的散射。这使我们能够根据任何粒子大小的分布快速计算散装光学特性。然后,我们提出一个实用的蒙特卡洛解决方案,以解决不同参与媒体的能源转移问题。结果显示,随着粒子浓度的增加,我们提议的框架首次可以模拟不同程度的离散参与媒体,并会与连续媒体汇合。