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The Method Of Quasi-specular Elements To Reduce Stochastic Noise During Illuminance Simulation Light & Engineering Vol. 28, No. 5

Light & Engineering 28 (5)

Volume 28
Date of publication 10/16/2020
Pages 39–47

PDF

The Method Of Quasi-specular Elements To Reduce Stochastic Noise During Illuminance Simulation Light & Engineering Vol. 28, No. 5
Articles authors:
Sergei V. Ershov, Dmitry D. Zhdanov, Alexei G. Voloboy

Sergei V. Ershov, Ph.D. of physical and mathematical sciences. He graduated from the Physics Department of Lomonosov Moscow State University in 1988. He defended his thesis at Keldysh Institute of Applied Mathematics RAS in 1991. Senior Researcher at the Department of Computer graphics and computational optics of Russian Academy of Sciences. Research interests: computer graphics, computational optics, numerical methods of mathematical physics, Monte Carlo methods, ray tracing, diffraction tasks

Dmitry D. Zhdanov, Ph.D. of physical and mathematical sciences. He graduated from ITMO University in 1984. He defended his thesis at Keldysh Institute of Applied Mathematics RAS in 2006. Currently, he is an Associate Professor at ITMO. Research interests: computer graphics, computational optics, virtual and augmented reality

Alexei G. Voloboy, Dr. of Phys.-Math. Sciences. He graduated from the Departmentof mechanics and mathematics of Lomonosov Moscow State University in 1988. He defended his Ph.D. thesis at Keldysh Institute of Applied Mathematics RASin 2005, and his doctoral dissertation in 2012. Leading researcher of the Department of Computer graphics and computational optics of Keldysh Institute of Applied Mathematics RAS. Research interests: computer graphics, computational optics, ray tracing, illuminance simulation

Abstract:
When simulating the propagation of light, luminance/ radiance brought by a ray is calculated from the optical properties of the scene objects it interacts with. According to their optical properties, objects can be roughly divided into diffuse and specular. In Monte Carlo ray tracing luminance/radiance is calculated only for diffuse surfaces. When a ray hits a specular a surface, it is reflected (or refracted) until it reaches a diffuse surface, and only then the luminance/radiance is calculated. In the proposed approach, diffuse elements are further divided into genuine diffuse and quasi-specular elements. The most natural criterion for the latter is that it scatters light in a narrow cone about the specular direction. An element of the scene can also be a superposition of both types when its scattering function is a sum of the genuine diffuse and quasi-specular parts. This article shows how different components of illuminance/irradiance interact with quasi-specular objects and describe how this works in the bi-directional stochastic ray tracing. The proposed approach significantly reduces stochastic noise for multiple scenes. This method is also applicable for simulation of volume scattering, treating the phase function of the medium as quasi-specular. In this case, the choice of quasi-specular objects is not based on the nature of the bidirectional scattering distribution function (BSDF): the medium is treated as completely quasi-specular while the surfaces, even if their BSDFs are narrower, remain genuine diffuse. The article shows the advantage of this approach.
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