PBR Chapter15 Light Transport II: Volume Rendering

The Equation of Transfer(LTE)

  • Two effects that contribute to radiance along the ray
    • The emitted and reflected radiance from the surface. This radiance may be attenuated by the participating media; the beam transmittance from the ray origin to the point accounts for this.
    • the added radiance along the ray due to volume scattering and emission but only up to the point where the ray intersects the surface Alt text

Generalized Path Space

  • path integration Alt text
  • An integral that can consider an arbitrary sequence of both 2D surface locations A and 3D positions in a participating medium V .
  • a sum of many integrals considering all possible sequences of surface and volume scattering events Alt text Alt text
    • f (BSDF or phase function) Alt text
    • G Alt text

Sampling Volume Scattering

  • Without loss of generality, the following discussion assumes that there is always a surface at some distance. Alt text
  • two cases when path tracing

    • particle intersection Alt text
    • medium interaction Alt text
      • probability Alt text
  • Homogeneous Medium Alt text

    • attenuation coefficients varied by wavelength
      • a uniform sample is first used to select a spectral channel i
        • sample distance with transmittance pdf Alt text
        • interaction lighting calculation
        • weighting factor Alt text
  • Heterogeneous Medium Alt text

    • regular tracking becomes costly when there are many voxels
    • ray marching introduces systemic statistical bias which generally won’t converge to the right result
    • delta tracking (unbiased)
      • filling the medium with additional (virtual) particles until its attenuation coefficient is constant everywhere
      • however whenever an interaction with a particle occurs, it is still necessary to determine if it involved a “real” or a “virtual” particle
      • the scattering and absorption coefficients are still permitted to vary with respect to wavelength — however, their sum must be uniform
      • steps
        • precompute the inverse of the maximum density scale factor over the entire medium delta tracking 会把media的 density “填充” 成 maximum density
        • transforming the ray into the medium coordinate system and normalizing the ray direction
        • computes the parametric range of the ray’s overlap with the medium’s bounds
        • each delta-tracking iteration performs a standard exponential step through the uniform medium 实际是根据当前位置的density / maximum density 来判断是否是real particles Alt text
          • compute the transmittance along a ray segment Alt text
  • Sampling Phase Function

    • The PDF for the Henyey–Greenstein phase function is separable into theta and phi components
    • p(phi) = 1 / (2 * pi)
    • pdf of theta Alt text

Volumetric Light Transport

  • VolPathIntegrator’s main responsibility is to implement the Li() method. Alt text
  • Usually, the ray is first intersected with the surfaces in the scene to find the closest surface intersection, if any. Next, participating media are accounted.
  • In scenes with very dense scattering media, a more efficient implementation would be to first sample a medium interaction.

Sampling Subsurface Reflection Functions

Alt text Alt text

  • sample points p_i on the surface and to compute the incident radiance at these points
  • an efficient way to compute the specific value of the BSSRDF S for each sampled point p_i and incident direction
  • VolPathIntegrator path tracer integration to evaluate the BSSRDF
  • BSSRDF sampling Alt text
  • sampling the SeparableBSSRDF Alt text
    • assume that the BSSRDF is only sampled for rays that are transmitted through the surface boundary, so 1 - F_r(cos theta_o) has nothing needs to sample
    • S_w(w_i) Alt text
      • defined as a diffuse-like term scaled by the normalized Fresnel transmission
      • just uses the default cosine-weighted sampling routine to calculate pdf
    • S_p sampling an out position
      • need a way of mapping a 2D distribution function onto an arbitrary surface using a parameterization of the surface in the neighborhood of the outgoing position
      • a simpler approach Alt text
        • difficulties
          • first two problems can be addressed with introducing additional tailored sampling distributions and combining them using multiple importance sampling
          • per wavelength
          • additionally replicated three times with different projection axes given by the basis vectors of a local frame
          • stages Alt text
            • choosing a projection axis calc all based on local coordinated of p_o allocate a fairly large portion (50%) of the sample budget to perpendicular rays. The other half is equally shared between tangential projections
              • uniformly choose a spectral channel and re-scale u1 once more
              • sampling S_r
                • in order to reduce the computational expense of the ray-tracing step, the probe ray is clamped to a sphere of radius r_max around p_o
                • calc probe trace start Alt text
                • calc intersection chain and choose one from it uniformly
                • calc the pdf and the S_p Alt text
  • sampling the TabulatedBSSRDF Alt text
  • Subsurface Scattering in Path Tracer Alt text

Subsurface Scattering Using the Diffusion Profile

  • initialize the TabulatedBSSRDF with a radial profile function S_r that accurately describes subsurface scattering for given properties of the scattering medium (theta_a, theta_s, the phase function asymmetry parameter g, and the relative index of refraction).
  • photon beam diffusion (PBD)
    • assumption
      • the distribution of light in the translucent medium is modeled with the diffusion approximation
      • homogeneous scattering properties throughout the "semi-infinite" medium
      • builds upon the separable BSSRDF approximation of Equation
        • precompute S_r for a range of radii and albedo values and use the results to populate the BSSRDFTable of a TabulatedBSSRDF
  • principle of similarity
    • for an anisotropically scattering medium with a high albedo, the medium can instead be modeled as having an isotropic phase function with appropriately modified scattering and attenuation coefficients
    • isotropization due to multiple scattering events from the Henyey–Greenstein phase function. As n grows large, this converges to the isotropic phase function 1/ (4 * pi). Alt text Alt text
    • reduced scattering coefficient Alt text
    • reduced albedo Alt text 因为假设了isotropic phase function,所以需要改变scattering coefficients来弥补假设带来的artifacts, theta_s probability of scattering Alt text
  • diffusion theory
Copyright © tingxia.top 2021 all right reserved,powered by Gitbook该文件修订时间: 2023-06-12 11:45:12

results matching ""

    No results matching ""