Abstract
The article is devoted to the modelling of light reflection from real surfaces. Most of the existing models are often created to solve a certain task and therefore can not be used in other realms. To create a model useful for different purposes, we propose a reflective surface representation as a scattering layer bounded by the diffuse bottom and a randomly rough Fresnel upper boundary. Such an approach allows one to account for light polarization in the scattering layer and slope correlation of the randomly rough boundary which paves the way for the observation of some physical effects that take place in nature (for instance, statistical lens emergence). The first results of the light reflection modelling were taken at such initial parameters as to compare to those obtained in other research. Former occurred to be qualitatively of the same form as the latter. The model needs to undergo further validation in numerous experiments to prove its serviceability for different types of reflective surfaces.
Highlights
While solving a large range of applied problems (3D-visualization, remote sensing, radiative transfer in turbid media, etc.), one inevitably faces the task of the radiance factor modelling, which has been remaining a problem of extremely high importance since the middle of the last century.Despite the abundance of existing empirical, semi-empirical and analytical models, having been proposed through the decades, each of them is rather “ad hoc”
Light rays penetrate the near-surface layers and they scatter on the material particles, after that the rays re-enter the outer medium, all the processes being strongly dependant on the state of light polarization
That account for light polarization may lead to more than 30% difference in results of multiple reflections modelling beside those obtained in the traditional way [6]
Summary
While solving a large range of applied problems (3D-visualization, remote sensing, radiative transfer in turbid media, etc.), one inevitably faces the task of the radiance factor modelling, which has been remaining a problem of extremely high importance since the middle of the last century. Light rays penetrate the near-surface layers and they scatter on the material particles, after that the rays re-enter the outer medium, all the processes being strongly dependant on the state of light polarization It was shown, that account for light polarization may lead to more than 30% difference in results of multiple reflections modelling beside those obtained in the traditional (depolarized) way [6]. Light polarization being taken under consideration in scattering must bring about even more appreciable effect Another noteworthy feature is the slope correlation of the randomly rough Fresnel boundary formed by material facets. Based on the above considerations we represent a real reflective surface as a scattering layer bounded by a diffuse bottom and correlated randomly rough Fresnel upper boundary.
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More From: Proceedings of the 30th International Conference on Computer Graphics and Machine Vision (GraphiCon 2020). Part 2
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