4,840 research outputs found

    Draft Regional Recommendations for the Pacific Northwest on Water Quality Trading

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    In March 2013, water quality agency staff from Idaho, Oregon, and Washington, U.S. EPA Region 10, Willamette Partnership, and The Freshwater Trust convened a working group for the first of a series of four interagency workshops on water quality trading in the Pacific Northwest. Facilitated by Willamette Partnership through a USDA-NRCS Conservation Innovation Grant, those who assembled over the subsequent eight months discussed and evaluated water quality trading policies, practices, and programs across the country in an effort to better understand and draw from EPA's January 13, 2003, Water Quality Trading Policy, and its 2007 Permit Writers' Toolkit, as well as existing state guidance and regulations on water quality trading. All documents presented at those conversations and meeting summaries are posted on the Willamette Partnership's website.The final product is intended to be a set of recommended practices for each state to consider as they develop water quality trading. The goals of this effort are to help ensure that water quality "trading programs" have the quality, credibility, and transparency necessary to be consistent with the "Clean Water Act" (CWA), its implementing regulations and state and local water quality laws

    Path-tracing Monte Carlo Library for 3D Radiative Transfer in Highly Resolved Cloudy Atmospheres

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    Interactions between clouds and radiation are at the root of many difficulties in numerically predicting future weather and climate and in retrieving the state of the atmosphere from remote sensing observations. The large range of issues related to these interactions, and in particular to three-dimensional interactions, motivated the development of accurate radiative tools able to compute all types of radiative metrics, from monochromatic, local and directional observables, to integrated energetic quantities. In the continuity of this community effort, we propose here an open-source library for general use in Monte Carlo algorithms. This library is devoted to the acceleration of path-tracing in complex data, typically high-resolution large-domain grounds and clouds. The main algorithmic advances embedded in the library are those related to the construction and traversal of hierarchical grids accelerating the tracing of paths through heterogeneous fields in null-collision (maximum cross-section) algorithms. We show that with these hierarchical grids, the computing time is only weakly sensitivive to the refinement of the volumetric data. The library is tested with a rendering algorithm that produces synthetic images of cloud radiances. Two other examples are given as illustrations, that are respectively used to analyse the transmission of solar radiation under a cloud together with its sensitivity to an optical parameter, and to assess a parametrization of 3D radiative effects of clouds.Comment: Submitted to JAMES, revised and submitted again (this is v2

    Water Integration for Squamscott Exeter (WISE): Preliminary Integrated Plan, Final Technical Report

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    This document introduces the goals, background and primary elements of an Integrated Plan for the Lower Exeter and Squamscott River in the Great Bay estuary in southern New Hampshire. This Plan will support management of point (wastewater treatment plant) and nonpoint sources in the communities of Exeter, Stratham and Newfields. The Plan also identifies and quantifies the advantages of the use of green infrastructure as a critical tool for nitrogen management and describes how collaboration between those communities could form the basis for an integrated plan. The Plan will help communities meet new wastewater and proposed stormwater permit requirements. Critical next steps are need before this Plan will fulfill the 2018 Nitrogen Control Plan requirements for Exeter and proposed draft MS4 requirements for both Stratham and Exeter. These next steps include conducting a financial capability assessment, development of an implementation schedule and development of a detailed implementation plan. The collaborative process used to develop this Plan was designed to provide decision makers at the local, state and federal levels with the knowledge they need to trust the Plan’s findings and recommendations, and to enable discussions between stakeholders to continue the collaborative process. This Plan includes the following information to guide local response to new federal permit requirements for treating and discharging stormwater and wastewater: Sources of annual pollutant load quantified by type and community; Assessment and evaluation of different treatment control strategies for each type of pollutant load; Assessment and evaluation of nutrient control strategies designed to reduce specific types of pollutants; Evaluation of a range of point source controls at the wastewater treatment facility based on regulatory requirements; Costs associated with a range of potential control strategies to achieve reduction of nitrogen and other pollutants of concern; and A preliminary implementation schedule with milestones for target load reductions using specific practices for specific land uses at points in time; Recommendations on how to implement a tracking and accounting program to document implementation; Design tools such as BMP performance curves for crediting the use of structural practices to support nitrogen accounting requirements; and Next Steps for how to complete this Plan

    An approximation to multiple scattering in volumetric illumination towards real-time rendering

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    Many volumetric illumination techniques for volume rendering were developed through out the years. However, there are still many constraints regarding the computation of multiple scattering path tracing in real-time applications due to its natural complexity and scale. Path tracing with multiple scattering support can produce physically correct results but suffers from noise and low convergence rates. This work proposes a new real-time algorithm to approximate multiple scattering, usually only available in offline rendering production, to real-time. Our approach explores the human perceptual system to speed up computation. Given two images, we use a CIE metric stating that the two will be perceived as similar to the human eye if the Euclidean distance between the two images in CIELAB color space is smaller than 2.3. Hence, we use this premise to guide our in vestigations when changing ray and bounce parameters in our renderer. Our results show that we can reduce from 105 to 104 Samples Per Pixel (SPP) with a negligible perceptual difference between both results, allowing us to cut rendering times by 10 whenever we divide SPP by 10. Similarly, we can reduce the number of bounces from 1000 to 100 with a negligible perceptual difference while reducing rendering times by almost half. We also propose a new algorithm in real-time, Lobe Estimator, that approximates these behaviors and parameters while performing twice as faster as the classic Ray Marching technique.Muitas técnicas de ilmuninação volumétrica foram desenvolvidas ao longo dos anos. Entretanto, ainda há muitas restrições na computação de multiple scattering em aplicações de tempo real usando path tracing, devido à sua complexidade e escala. Path tracing com suporte a multiple scattering é capaz de produzir resultados fisicamente corretos, mas sofre de ruídos e baixa taixa de convergência. Portanto, este trabalho propõe um novo algoritmo de tempo real para aproximar multiple scattering, usado em offline rendering. Nossa abordagem irá explorar o sistema perceptual visual humano para acelerar a computação. A partir de duas imagens, nós usamos a métrica da CIE que afirma que duas imagens são percebidas como similar ao olho humano se a distância Euclidiana das duas imagens no espaço de cores CIELAB for menor que 2.3. Dessa forma, nós usamos essa premissa para guiar nossas investigações quando alterando os parâmetros de Samples Per Pixel (SPP) e bounces nos renderizadores. Nossos resultados mostram que podemos redu zir de 105 para 104 Samples Per Pixel (SPP) com uma diferença perceptual negligenciável entre ambos paramêtros, permitindo reduzir o tempo de renderização por 10 a cada vez que dividimos o SPP por 10. Similarmente, nós podemos reduzir o número de bounces de 1000 para 100 com uma diferença perceptual negligenciável, enquanto reduzindo o tempo de renderização por quase metade. Nós também propusemos um novo algoritmo em tempo real, Lobe Estimator, que permite aproximar esses comportamentos e paramê tros enquanto permformando duas vezes mais rápido que o clássico Ray Marching

    A Radiative Transfer Framework for Spatially-Correlated Materials

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    We introduce a non-exponential radiative framework that takes into account the local spatial correlation of scattering particles in a medium. Most previous works in graphics have ignored this, assuming uncorrelated media with a uniform, random local distribution of particles. However, positive and negative correlation lead to slower- and faster-than-exponential attenuation respectively, which cannot be predicted by the Beer-Lambert law. As our results show, this has a major effect on extinction, and thus appearance. From recent advances in neutron transport, we first introduce our Extended Generalized Boltzmann Equation, and develop a general framework for light transport in correlated media. We lift the limitations of the original formulation, including an analysis of the boundary conditions, and present a model suitable for computer graphics, based on optical properties of the media and statistical distributions of scatterers. In addition, we present an analytic expression for transmittance in the case of positive correlation, and show how to incorporate it efficiently into a Monte Carlo renderer. We show results with a wide range of both positive and negative correlation, and demonstrate the differences compared to classic light transport

    Efficient Many-Light Rendering of Scenes with Participating Media

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    We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media

    Millimeter communication propagation program, volume III Final report, 1 Nov. 1964 - 1 Nov. 1965

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    Annotated bibliography for millimeter wave communication propagation program for space-earth communication
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