9,220 research outputs found
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
Transient radiative transport in homogeneous/ non-homogeneous participating medium
Thermal radiation is important in many applications, and its analysis is difficult in the presence of a participating medium. In traditional engineering studies, the transient term of the radiative transfer equation (RTE) can be neglected. The assumption does not lead to important errors since the temporal variations of the observables e.g. temperature are slow as compared to the time of light of a photon. However in many new applications such as pulsed LASER interaction with materials, the transient effect must be considered in the RTE. In the transient phase, the reflected and the transmitted signals have temporal signatures that persist for a time period greater than the duration of the source pulse. This could be a source of information about the properties field inside the medium. Hence sufficiently accurate solution methods are required. Predicted signals are dependent on the considered models. The results vary significantly from approximate models. In the last few years, the finite volume method (FVM) and discrete transfer method have emerged as one of the most attractive methods for modeling steady state radiative transfer. The present research work deals with the analysis of transient radiative transfer in one dimensional scattering medium using FVM. One boundary is subjected to short pulse irradiation and the other boundary is assumed to be diffused. The effects of short pulse LASER on variation of transmittance and reflectance with time have been observed for a given value of optical thickness and scattering albedo. The results obtained were in accordance with that obtained from the discrete transfer method (DTM)
A Deficiency Problem of the Least Squares Finite Element Method for Solving Radiative Transfer in Strongly Inhomogeneous Media
The accuracy and stability of the least squares finite element method (LSFEM)
and the Galerkin finite element method (GFEM) for solving radiative transfer in
homogeneous and inhomogeneous media are studied theoretically via a frequency
domain technique. The theoretical result confirms the traditional understanding
of the superior stability of the LSFEM as compared to the GFEM. However, it is
demonstrated numerically and proved theoretically that the LSFEM will suffer a
deficiency problem for solving radiative transfer in media with strong
inhomogeneity. This deficiency problem of the LSFEM will cause a severe
accuracy degradation, which compromises too much of the performance of the
LSFEM and makes it not a good choice to solve radiative transfer in strongly
inhomogeneous media. It is also theoretically proved that the LSFEM is
equivalent to a second order form of radiative transfer equation discretized by
the central difference scheme
Development of a Multiphase Photon Monte Carlo Method for Spray Combustion and its Application in High-pressure Conditions
In this work the development of a multiphase photon Monte Carlo (PMC) method with a focus on resolving radiative heat transfer in combustion simulations is presented. The multiphase PMC solver can account for description of participating media in both Lagrangian and Eulerian frameworks. The solver is validated against exact solutions in several one-dimensional configurations. The developed solver is then applied to Diesel spray combustions, where liquid spray droplets are assumed to be cold, nonemitting, large, and isotropically scattering. Several formulations for radiative properties of the Diesel spray are first explored. The PMC solver has then been coupled with the multiphase spray combustion solver in OpenFOAM and the coupled solver is used for simulations of high pressure Diesel spray combustion. It was found that in typical Diesel spray combustion applications, such as in an internal combustion engine, impact of radiation on the evolution of the liquid spray was insignificant. Although the impact of radiation on the spray was minimal, nongray spectral properties and the assumption of semi-transparency for Diesel spray were found to impact the radiative transfer significantly, while impact of scattering was marginal. Spray radiation was also found not to have much effect on global combustion characteristics in high-pressure engine-relevant configurations. However, a small but noticeable effect on minor species distribution relevant to pollutant formation was observed
Real Time Rendering of Atmospheric Scattering and Volumetric Shadows
International audienceReal time rendering of atmospheric light scattering is one of the most difficult lighting effect to achieve in computer graphics. This paper presents a new real time method which renders these effects including volumetric shadows, which provides a great performance improvement over previous methods. Using an analytical expression of the light transport equation we are able to render directly the contribution of the participating medium on any surface. The rendering of shadow planes, sorted with a spatial coherence technique, and in the same philosophy than the shadow volume algorithm will add the volumetric shadows. Realistic images can be produced in real time for usual graphic scenes and at a high level framerate for complex scenes, allowing animation of lights, objects or even participating media. The method proposed in this paper use neither precomputation depending on light positions, nor texture memory
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