This paper presents a raytracing-based method of synthesis of realistic images in a complex space containing gradient lenses. The proposed solution is based on the Runge-Kutta method and allows raytracing in a space with a gradient medium. The authors have developed an effective solution, which allows dividing the complex lens boundary into voxels and providing a fast ray tracing procedure inside the voxel. In addition, the authors considered possible solutions for calculating luminance components within a gradient refractive index medium. The study showed that the most efficient way to calculate luminance is based on stochastic bidirectional raytracing with photon maps.
The paper considers a method for calculating the distribution of light radiation on the receiver caused by its scattering on the surfaces of an optical device. The calculation is based on the method of bidirectional stochastic ray tracing with photon maps. The proposed method is highly efficient due to the simultaneous use of the forward and backward photon maps that accumulate the distributions of light radiation and the visibility of the scattering elements correspondingly. Effective methods have been developed for the forming, storage, and access to photon maps, which provide not only high computational efficiency but also the ability to visualize the sources of stray light in optical devices. The efficiency of this method was demonstrated by examples of calculating stray light for several optical devices.
The article is devoted to simulation of photorealistic images of materials with fluorescent properties. Usually measurements and simulations of scattering surfaces of objects with fluorescent properties is complex and expensive task. The source of problem is dependence of spectral characteristics of output scattered light from spectral characteristics of input light. There are two methods to simulate complex light scattering of similar materials. The first method is based on measurements of bi-directional scattering functions (BSDF) describing surface scattering. The second approach is based on total reconstruction of parameters of VS medium. Simulation of real ray propagation inside of fluorescent volume scattering medium is complex and time consumed task because of huge number of ray interactions with fluorescent scattering agents especially if their concentration is significant. We propose alternative method to simulate fluorescent materials. The approach does not require complex and expensive measurements of “fluorescent“ BSDF. A hybrid method to measure and simulate fluorescence objects is proposed. The specular part of scattering can be simulated with BSDF based on measurements of usual material without fluorescence effect. Note only directions close to specular direction are used from this BSDF. Diffuse part of scattering is simulated with standard spectrograms well-known in many description of fluorescence: fluorescence efficiency and fluorescent emission. This separation of fluorescent and “usual” part of scattering allows effective use of different techniques for visualization from rather simple Backward Ray Tracing to more complex approaches of ray visualization which use combined forward and backward techniques of ray tracing.
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