51,763 research outputs found

    The Iray Light Transport Simulation and Rendering System

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    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

    Ray Tracing And Global Illumination

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    In order to represent real-world images with a computer, a program has to relate three-dimensional images on a two-dimensional monitor screen. Several ways of doing this exist with varying degrees of realism. One of the most successful methods can be grouped in a screen-to-world method of viewing, which is also known as ray-tracing. This computer graphics technology simulates light rays within a 3D environment. Since light rays have predictable physical properties, the raytracing algorithm can attempt to calculate the exact coloring of each ray/object intersection at any given pixel. Advanced levels of ray tracing allow light rays to bounce from object to object, mimicking what they do in real life. Local illumination represents the basic form of ray tracing. It only takes into account the relationship between light sources and a single object, but does not consider the effects that result from the presence of multiple objects. For instance, a light source can be intersected by another surface and therefore be obscured to any point behind that surface. Similarly, light can be contributed not by a light source, but by a reflection of light from some other object. The local illumination model does not visually show this reflection of light. Therefore, special techniques have to be used to represent these effects. In real life there are often multiple sources of light and multiple reflecting objects that interact with each other in many ways. Global illumination, the more advanced form of ray tracing, adds to the local model by reflecting light from surrounding surfaces to the object. A global illumination model is more comprehensive, more physically correct, and it produces more realistic images.Ray tracing is an essential subject when it comes to computer graphics. It combines issues of efficiency and realism, thus finding a favorable balance of the time and effort involved to make realistic three dimensional images. In the process of researching the many different ways of implementing a ray tracer, the study began with local illumination and graduated to global illumination, using some pre-established techniques and the development of new techniques

    General Relativistic Ray-Tracing Method for Estimating the Energy and Momentum Deposition by Neutrino Pair Annihilation in Collapsars

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    Bearing in mind the application to the collapsar models of gamma-ray bursts (GRBs), we develop a numerical scheme and code for estimating the deposition of energy and momentum due to the neutrino pair annihilation (ν+νˉ→e−+e+\nu + {\bar \nu} \rightarrow e^{-} + e^{+}) in the vicinity of accretion tori around a Kerr black hole. Our code is designed to solve the general relativistic neutrino transfer by a ray-tracing method. To solve the collisional Boltzmann equation in curved spacetime, we numerically integrate the so-called rendering equation along the null geodesics. For the neutrino opacity, the charged-current β\beta-processes are taken into account, which are dominant in the vicinity of the accretion tori. The numerical accuracy of the developed code is certificated by several tests, in which we show comparisons with the corresponding analytic solutions. Based on the hydrodynamical data in our collapsar simulation, we estimate the annihilation rates in a post-processing manner. Increasing the Kerr parameter from 0 to 1, it is found that the general relativistic effect can increase the local energy deposition rate by about one order of magnitude, and the net energy deposition rate by several tens of percents. After the accretion disk settles into a stationary state (typically later than ∼9\sim 9 s from the onset of gravitational collapse), we point out that the neutrino-heating timescale in the vicinity of the polar funnel region can be shorter than the dynamical timescale. Our results suggest the neutrino pair annihilation has a potential importance equal to the conventional magnetohydrodynamic mechanism for igniting the GRB fireballs.Comment: 33 pages, 15 figures, accepted to the Ap

    Geant4 simulations of soft proton scattering in X-ray optics. A tentative validation using laboratory measurements

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    Low energy protons (< 300 keV) can enter the field of view of X-ray space telescopes, scatter at small incident angles, and deposit energy on the detector, causing intense background flares at the focal plane or in the most extreme cases, damaging the X-ray detector. A correct modelization of the physics process responsible for the grazing angle scattering processes is mandatory to evaluate the impact of such events on the performance of future X-ray telescopes as the ESA ATHENA mission. For the first time the Remizovich model, in the approximation of no energy losses, is implemented top of the Geant4 release 10.2. Both the new scattering physics and the built-in Coulomb scattering are used to reproduce the latest experimental results on grazing angle proton scattering. At 250 keV multiple scattering delivers large proton angles and it is not consistent with the observation. Among the tested models, the single scattering seems to better reproduce the scattering efficiency at the three energies but energy loss obtained at small scattering angles is significantly lower than the experimental values. In general, the energy losses obtained in the experiment are higher than what obtained by the simulation. The experimental data are not completely representative of the soft proton scattering experienced by current X-ray telescopes because of the lack of measurements at low energies (< 200 keV) and small reflection angles, so we are not able to address any of the tested models as the one that can certainly reproduce the scattering behavior of low energy protons expected for the ATHENA mission. We can, however, discard multiple scattering as the model able to reproduce soft proton funneling, and affirm that Coulomb single scattering can represent, until further measurements, the best approximation of the proton scattered angular distribution at the exit of X-ray optics.Comment: submitted to Experimental Astronom

    Overcoming the Challenges Associated with Image-based Mapping of Small Bodies in Preparation for the OSIRIS-REx Mission to (101955) Bennu

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    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

    A fast GPU Monte Carlo Radiative Heat Transfer Implementation for Coupling with Direct Numerical Simulation

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    We implemented a fast Reciprocal Monte Carlo algorithm, to accurately solve radiative heat transfer in turbulent flows of non-grey participating media that can be coupled to fully resolved turbulent flows, namely to Direct Numerical Simulation (DNS). The spectrally varying absorption coefficient is treated in a narrow-band fashion with a correlated-k distribution. The implementation is verified with analytical solutions and validated with results from literature and line-by-line Monte Carlo computations. The method is implemented on GPU with a thorough attention to memory transfer and computational efficiency. The bottlenecks that dominate the computational expenses are addressed and several techniques are proposed to optimize the GPU execution. By implementing the proposed algorithmic accelerations, a speed-up of up to 3 orders of magnitude can be achieved, while maintaining the same accuracy
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