9,809 research outputs found
The Iray Light Transport Simulation and Rendering System
While ray tracing has become increasingly common and path tracing is well
understood by now, a major challenge lies in crafting an easy-to-use and
efficient system implementing these technologies. Following a purely
physically-based paradigm while still allowing for artistic workflows, the Iray
light transport simulation and rendering system allows for rendering complex
scenes by the push of a button and thus makes accurate light transport
simulation widely available. In this document we discuss the challenges and
implementation choices that follow from our primary design decisions,
demonstrating that such a rendering system can be made a practical, scalable,
and efficient real-world application that has been adopted by various companies
across many fields and is in use by many industry professionals today
Overcoming the Challenges Associated with Image-based Mapping of Small Bodies in Preparation for the OSIRIS-REx Mission to (101955) Bennu
The OSIRIS-REx Asteroid Sample Return Mission is the third mission in NASA's
New Frontiers Program and is the first U.S. mission to return samples from an
asteroid to Earth. The most important decision ahead of the OSIRIS-REx team is
the selection of a prime sample-site on the surface of asteroid (101955) Bennu.
Mission success hinges on identifying a site that is safe and has regolith that
can readily be ingested by the spacecraft's sampling mechanism. To inform this
mission-critical decision, the surface of Bennu is mapped using the OSIRIS-REx
Camera Suite and the images are used to develop several foundational data
products. Acquiring the necessary inputs to these data products requires
observational strategies that are defined specifically to overcome the
challenges associated with mapping a small irregular body. We present these
strategies in the context of assessing candidate sample-sites at Bennu
according to a framework of decisions regarding the relative safety,
sampleability, and scientific value across the asteroid's surface. To create
data products that aid these assessments, we describe the best practices
developed by the OSIRIS-REx team for image-based mapping of irregular small
bodies. We emphasize the importance of using 3D shape models and the ability to
work in body-fixed rectangular coordinates when dealing with planetary surfaces
that cannot be uniquely addressed by body-fixed latitude and longitude.Comment: 31 pages, 10 figures, 2 table
Flux-Limited Diffusion for Multiple Scattering in Participating Media
For the rendering of multiple scattering effects in participating media,
methods based on the diffusion approximation are an extremely efficient
alternative to Monte Carlo path tracing. However, in sufficiently transparent
regions, classical diffusion approximation suffers from non-physical radiative
fluxes which leads to a poor match to correct light transport. In particular,
this prevents the application of classical diffusion approximation to
heterogeneous media, where opaque material is embedded within transparent
regions. To address this limitation, we introduce flux-limited diffusion, a
technique from the astrophysics domain. This method provides a better
approximation to light transport than classical diffusion approximation,
particularly when applied to heterogeneous media, and hence broadens the
applicability of diffusion-based techniques. We provide an algorithm for
flux-limited diffusion, which is validated using the transport theory for a
point light source in an infinite homogeneous medium. We further demonstrate
that our implementation of flux-limited diffusion produces more accurate
renderings of multiple scattering in various heterogeneous datasets than
classical diffusion approximation, by comparing both methods to ground truth
renderings obtained via volumetric path tracing.Comment: Accepted in Computer Graphics Foru
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
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