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Realistic rendering of scenes with anisotropic media

We describe a method of tracing a backward (from camera) ray in a scene that contains birefrigent (uniaxial) media. The physics of scattering of an electromagnetic wave by a boundary between two media is well known and is a base for ray tracing methods; but processing of a backward ray differs from...

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Bibliographic Details
Published in:Optical engineering 2019-08, Vol.58 (8), p.082413-082413
Main Authors: Zhdanov, Dmitry, Ershov, Sergey, Shapiro, Leo, Sokolov, Vadim, Voloboy, Alexey, Galaktionov, Vladimir, Potemin, Igor
Format: Article
Language:English
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Summary:We describe a method of tracing a backward (from camera) ray in a scene that contains birefrigent (uniaxial) media. The physics of scattering of an electromagnetic wave by a boundary between two media is well known and is a base for ray tracing methods; but processing of a backward ray differs from scattering of a “natural” forward ray. Say, when a backward ray refracts by a boundary, besides the energy transfer coefficient like for a forward ray, one must account for the radiance change due to beam divergence. We calculate this factor and prove it must be evaluated only for the first and the last media along the ray path while the contributions from the intermediate media mutually cancel. We present a closed numerical method that allows one to perform transformation of a backward ray on a boundary between two media either of which can be birefrigent. We hope it is more convenient and ready for usage in ray tracing engines than known publications. Calculation utilizes Helmholtz reciprocity to calculate directions of scattered rays and their polarization (i.e., Mueller matrices), which is advantageous over a straightforward “reverse” of forward ray transformation. The algorithm was integrated in the lighting simulation system Lumicept and allowed for an efficient calculation of images of scenes with crystal elements.
ISSN:0091-3286
1560-2303
DOI:10.1117/1.OE.58.8.082413