6,608 research outputs found

    Flux-Limited Diffusion for Multiple Scattering in Participating Media

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    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

    Entropy generation analysisfor the design optimizationof solid oxide fuel cells

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    Purpose - The aim of this paper is to investigate performance improvements of a monolithic solid oxide fuel cell geometry through an entropy generation analysis. Design/methodology/approach - The analysis of entropy generation rates makes it possible to identify the phenomena that cause the main irreversibilities in the fuel cell, to understand their causes and to propose changes in the design and operation of the system. The various contributions to entropy generation are analyzed separately in order to identify which geometrical parameters should be considered as the independent variables in the optimization procedure. The local entropy generation rates are obtained through 3D numerical calculations, which account for the heat, mass, momentum, species and current transport. The system is then optimized in order to minimize the overall entropy generation and increase efficiency. Findings - In the optimized geometry, the power density is increased by about 10 per cent compared to typical designs. In addition, a 20 per cent reduction in the fuel cell volume can be achieved with less than a 1 per cent reduction in the power density with respect to the optimal design. Research limitations/implications - The physical model is based on a simple composition of the reactants, which also implies that no chemical reactions (water gas shift, methane steam reforming, etc.) take place in the fuel cell. Nevertheless, the entire procedure could be applied in the case of different gas compositions. Practical implications - Entropy generation analysis allows one to identify the geometrical parameters that are expected to play important roles in the optimization process and thus to reduce the free independent variables that have to be considered. This information may also be used for design improvement purposes. Originality/value - In this paper, entropy generation analysis is used for a multi-physics problem that involves various irreversible terms, with the double use of this physical quantity: as a guide to select the most relevant design geometrical quantities to be modified and as objective function to be minimized in the optimization proces

    The 2D Continuum Radiative Transfer Problem: Benchmark Results for Disk Configurations

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    We present benchmark problems and solutions for the continuum radiative transfer (RT) in a 2D disk configuration. The reliability of three Monte-Carlo and two grid-based codes is tested by comparing their results for a set of well-defined cases which differ for optical depth and viewing angle. For all the configurations, the overall shape of the resulting temperature and spectral energy distribution is well reproduced. The solutions we provide can be used for the verification of other RT codes.We also point out the advantages and disadvantages of the various numerical techniques applied to solve the RT problem.Comment: 13 pages, 10 figures, To appear in Astronomy and Astrophysic

    Perception based heterogeneous subsurface scattering for film

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    Many real world materials exhibit complex subsurface scattering of light. This internal light interaction creates the perception of translucency for the human visual system. Translucent materials and simulation of the subsurface scattering of light has become an expected necessity for generating warmth and realism in computer generated imagery. The light transport within heterogenous materials, such as marble, has proved challenging to model and render. The current material models available to digital artists have been limited to homogeneous subsurface scattering despite a few publications documenting success at simulating heterogeneous light transport. While the publications successfully simulate this complex phenomenon, the material descriptions have been highly specialized and far from intuitive. By combining the measurable properties of heterogeneous translucent materials with the defining properties of translucency, as perceived by the human visual system, a description of heterogeneous translucent materials that is suitable for artist use in a film production pipeline can be achieved. Development of the material description focuses on integration with the film pipeline, ease of use, and reasonable approximation of heterogeneous translucency based on perception. Methods of material manipulation are explored to determine which properties should be modifiable by artists while maintaining the perception of heterogenous translucency

    Model for volume lighting and modeling

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    Journal ArticleAbstract-Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects that incorporates volumetric shadows, an approximation to phase functions, an approximation to forward scattering, and chromatic attenuation that provides the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for both real and synthetic volumetric data
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