Rendering Discrete Random Media Using Precomputed Scattering Solutions

dc.contributor.authorMoon, Jonathan T.en_US
dc.contributor.authorWalter, Bruceen_US
dc.contributor.authorMarschner, Stephen R.en_US
dc.contributor.editorJan Kautz and Sumanta Pattanaiken_US
dc.date.accessioned2014-01-27T15:09:31Z
dc.date.available2014-01-27T15:09:31Z
dc.date.issued2007en_US
dc.description.abstractThis paper addresses light transport through a discrete random medium, which we define as a volume filled with macroscopic scattering geometry generated by a random process. This formulation is more general than standard radiative transport, because it can be applied to media that are made up of closely packed scatterers. A new approach to rendering these media is introduced, based on precomputed solutions to a local multiple scattering problem, including a new algorithm for generating paths through random media that moves through the interior of the medium in large strides without considering individual scattering events. A method for rendering homogeneous isotropic random media is described that generates paths using precomputed scattering solutions compressed and randomly sampled using Nonnegative Matrix Factorization. It can efficiently render discrete media, such as a large pile of glass objects, in which the individual scatterers are visible. The method is demonstrated on scenes containing tens of thousands of transparent, specular objects that are nearly impossible to render with standard global illumination techniques.en_US
dc.description.seriesinformationRendering Techniquesen_US
dc.identifier.isbn978-3-905673-52-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttps://doi.org/10.2312/EGWR/EGSR07/231-242en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.titleRendering Discrete Random Media Using Precomputed Scattering Solutionsen_US
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