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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Synthesis methods for realistic images of three-dimensional scenes containing media with a refractive index gradient</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>D.D. Zhdanov</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ITMO University</institution>
          ,
          <addr-line>Saint Petersburg</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Keldysh Institute of Applied Mathematics RAS</institution>
          ,
          <addr-line>Moscow</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The paper presents the results of a study of the possibility of implementing an effective and physically correct stochastic ray tracing in gradient media based on the Runge-Kutta method. For implementation in the photorealistic rendering system, the specifics of the ray tracing method in complex three-dimensional scenes were considered. One of the main features of ray tracing in geometrically complex scenes is the large volume of geometric primitives that need to be tested for the intersection of the ray segment with the primitives. A method of ray propagation in voxel space of the scene is proposed. The method allows significant speeding up the process of searching for ray intersections with geometry primitives. To implement these ray tracing features the special program interface for gradient media was proposed, which can become the basic interface for a media of all types. Methods for calculating the luminance of all lighting components in gradient media were considered. The results of modeling the propagation of rays and image synthesis in a fiber with a refractive index gradient are presented.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The solution to the problem of realistic visualization
of optically complex scenes and virtual prototyping of
optical devices in a real environment is based on the
construction of models of physically correct propagation
of light radiation in an optically complex environment.
Within the framework of constructing models for the
interaction of light radiation with scene objects and
optical devices included in this scene, two main models
are distinguished: - firstly, the conversion of light
radiation at the boundaries of objects and, secondly, the
propagation of light radiation in the space between the
boundaries of scene objects.</p>
      <p>Models of the conversion of light radiation at the
boundaries of objects, for example, reflection and
refraction of light at the boundary of dielectrics,
scattering of light on the surface, described by a
bidirectional scattering function, a change in polarization
at the boundary of dielectrics, birefringence, etc., have
gained a lot of attention in computer graphics and
computational optics. Models of light propagation in a
medium, as a rule, are limited by attenuation of light
radiation and, in some cases, by modeling such effects as
volume scattering and fluorescence. However, all these
models are based on the assumption that the propagation
of light is rectilinear or straightforward. Even modeling
of such effects as volume scattering and fluorescence are
also based on the assumption that the propagation of light
is straightforward. The specificity of these models is that
the straightness of light radiation is limited by extinction
events that occur when a beam “hits” a scattering
particle. In this case, the particles are not defined
explicitly but are reduced to such parameters as the
extinction cross-section, which determines the probability
of the beam “being captured” by the scattering particle,
and the phase function, which determines the character of
the light scattering by the particle and plays the role of a
bidirectional scattering function of the surface. As a
result, the ray path in a scattering or fluorescent medium
is a broken line, consisting of rectilinear segments.</p>
      <p>If the optical properties of the medium (refractive
index) change continuously, then, following the Fermat
principle, the ray path takes the form of a curved line
having a minimum optical path from the start to
endpoints of the path. The ray path is determined by the
eikonal equation [1], for which, in general, there are
numerical solutions [2, 3]. In computing optics, solutions
are used to calculate the ray path in a gradient lens
environment. However, the solutions used in
computational optics are used for simple geometric
shapes that bound the gradient lens and, in most cases,
the laws of change in the refractive index are analytical
functions that have simple solutions.</p>
      <p>The ray tracing methods used in computer graphics
are fundamentally different from the methods of
computational optics. The main difference is the number
of geometric objects in the scene. If in computing optics
the number of geometric primitives that limit the gradient
medium is generally measured by units, then in computer
graphics systems this number can reach tens of millions.
Besides, in computer graphics systems, the gradient of
the refractive index may not be an analytical function, but
rather be an analog of a three-dimensional texture that
varies the refractive index of the medium. These
differences lead to significant changes in software
interfaces and ray tracing algorithms. Also, computer
graphics systems are not limited to ray tracing. Their task
is to calculate the apparent luminance of the scene, and
gradient media make it impossible to use standard
algorithms for calculating the luminance components of
direct, secondary and caustic illumination.</p>
      <p>In this paper, we consider methods of ray tracing in
gradient media inside a complex geometric environment,
methods for calculating the luminance components of
direct, secondary, and caustic illumination and solutions
for the unification of ray tracing methods in gradient
media for computer graphics systems and computational
optics.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Materials and method</title>
      <p>In the approximation of geometric optics the law of
light propagation in a gradient medium is derived from
the Maxwell equations:



or eikonal.
where  (⃗ ) = ∫ 0  (⃗′ ) ∙⃗</p>
      <p>
        Passing to the geometric approximation, the eikonal
equation in vector form
can be expressed as the
following:
 (⃗ ,  ) =  (⃗ ) −
 (⃗ ,  ) =  (⃗ ) −
=  0(⃗ )
=  0(⃗ )
′ represents the optical path
  ⃗

 (⃗ )
= ∇ (⃗ )
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )
coordinate⃗ and thus  2 ⃗
turns into a straight line.
where  (⃗ ) is the refraction index of the medium at the
point⃗ , and  ⃗(⃗ ) =

 ⃗ is the direction (unit vector) of the
propagation of light energy. Fig. 1 shows the curved
trajectory of the light ray and the vector of its direction at
the point⃗ .
      </p>
      <p>Obviously, in a homogeneous medium, the refraction
index of the medium  (⃗ ) does not depend on the space
  2 = 0. As a result, the ray path</p>
      <p>Therefore, in most cases, another approach is used to
form the ray path.</p>
      <p>
        To solve the differential equation (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ), an approach
based on the Runge-Kutta method is used. We introduce
the following notation:
 =


⎧
⎪
⎪
⎩
⎨ ⃗(⃗ ) =
⃗
      </p>
      <p>
        =  (⃗ ) ⃗(⃗ ) =  (⃗ )
 ⃗( ⃗) =  ( ⃗)∇ ( ⃗)
⃗
 
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        )
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        )
(
        <xref ref-type="bibr" rid="ref5">5</xref>
        )
(
        <xref ref-type="bibr" rid="ref6">6</xref>
        )
 ∫
 ∫


 0
 0
 ( ⃗′)∙ ⃗′−
 ( ⃗′)∙ ⃗′−
=  0(⃗ )  ( ⃗)
=  0(⃗ )  ( ⃗)
of the refractive index.
where  is the reduced parameter of the ray path,  ⃗(⃗ ) is
the optical ray vector,  ⃗(⃗ ) is the parameter of variation
      </p>
      <p>
        As a result, after substituting expressions (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) into
equation (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ), the eikonal equation is transformed to a
first-order differential equation, which can be solved
numerically by the Runge-Kutta method.
      </p>
      <p>( ⃗)</p>
      <p>=  (⃗ )
varies from 0 to N.</p>
      <p>To solve this equation, discretization is performed
along with the curved segments   of the ray path, where i
The initial
parameters of the ray
are
known:
⃗( 0,  ⃗0(⃗ 0),  (⃗ 0)) and as a result of successive iterations,
the parameters of the ray at the endpoint N can be
calculated: ⃗(  ,  ⃗</p>
      <p>(⃗  ),  (⃗  )).</p>
      <p>An algorithm</p>
      <p>
        for constructing a ray path can be
represented as follows:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )
      </p>
      <p>
        We specify a certain increment Δ of the ray path,
which can be selected based on considerations of
variation of the refraction index in the region of the
or proximity to the boundaries of the
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Following the Runge-Kutta method, the following
parameters are calculated recursively, starting from
point ⃗ 0
medium.
point  = 0:
⎧
⎪
⎩
⎪⎪  ⃗ = Δ ⃗ ⃗ +
      </p>
      <p>
        ⃗(⃗  ) +
⎨  ⃗ = Δ ⃗ ⃗ + Δ ⃗(⃗  ) +
 ⃗ = Δ ⃗(⃗  )
Δ
2
⎪  ⃗(⃗ +1 ) =  ⃗(⃗  ) +
1
6
Δ
8
Δ
2
 ⃗
 ⃗
⃗ + 4 ⃗ +  ⃗
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) Following the calculated parameters, the ray is
transferred to the point i + 1 and at this point, its
parameters
are
calculated:
coordinates,
energy
propagation direction and eikonal:
⃗ +1
=⃗  + Δ  ⃗(⃗  ) +
⃗ + 2 ⃗
⎧
⎪
⎪
⎪
⎨
⎪
⎪
⎪
⎩
 0Δ 2
      </p>
      <p>6
point.
1
6
 ⃗(⃗ +1 )
 (⃗ +1 )
 ⃗+1 =
 0Δ</p>
      <p>
        2
⃗(⃗ +1 ) ⃗(⃗ +1 ) −  ⃗(⃗  ) ⃗(⃗  )
 (⃗ +1 ) =  (⃗ +1 ) +
[ 2(⃗ +1 ) +  2(⃗  )] −
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) The process is repeated until the ray reaches a given
      </p>
      <p>This algorithm provides high accuracy of ray transfer
in a gradient medium, ensuring the continuity of its
trajectory. Fig. 2 (b) illustrates the specifics of the ray
tracing algorithm in a gradient medium.</p>
    </sec>
    <sec id="sec-3">
      <title>Ray tracing algorithms</title>
      <p>The above approaches allow ray tracing in media with
a refractive index gradient. However, these methods are
suitable for unlimited environments. In reality, all media
are limited and it is necessary to take into account the
shape of the geometric objects that bound this medium.
Two main types of constraints of the gradient medium
can be distinguished. Firstly, these are simple optical
elements, for example, gradient lenses [4-7]. The
peculiarity of these objects is a small number of
geometric shapes that limit this environment. As a rule,
these are simple analytical objects, such as planes,
cylinders, and spheres. Secondly, these are complex
three-dimensional scenes that can form the limitation of a
gradient medium consisting of millions of independent
triangles. Naturally, the search algorithms for the
intersection of the curved path of the beam with the
boundary of the gradient medium will be specific for
these two cases.</p>
      <p>
        In the first case, it is enough to implement an
additional method for a geometric object, which will
inform you on which side of the surface there is a point
offset from the current position by a distance Δ . If the
point remains in the gradient medium, then the ray
tracing process (formulas (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) and (
        <xref ref-type="bibr" rid="ref6">6</xref>
        )) continues. If the
point leaves the gradient medium, then the iterative
process of refinement of the search for the point of
intersection of the ray with the boundary surface begins.
Наиболее The simplest process is to search for the
intersection of the straight segment of the ray formed
either by the chord ( ⃗ +1 −  ⃗ ), or tangent to the ray path
( ⃗ ). The obtained distance is converted into the
parameter Δ and the calculation of the new position of
the point i+1 starts from point i. This process is repeated
until the point i+1 approaches the surface so close that
the last approximation can be replaced by a simple
rectilinear segment of the ray path. As a rule, two or three
iterations are enough to find the point of intersection of
the beam with optical accuracy.
      </p>
      <p>
        In the second case, when ray tracing in a
threedimensional scene containing millions of triangles, the
situation is completely different. The main reason is the
spatial partitioning of the scene. The ray is not traced
directly from the surface to the surface. The beam
propagates in a voxel space, which divides the medium
into some volumes, usually in the form of a
parallelepiped. These volumes may or may not contain
elements of the boundary of the scattering medium.
Before reaching the boundary of the medium, the ray
must sequentially cross and process all the voxels located
on its path. Therefore, in addition to the algorithm for
searching for the intersection of a ray with geometry
(which does not fundamentally differ from the algorithm
considered in the first case), it is necessary to implement
an algorithm for ray tracing in voxel space. Fig. 3
illustrates the problem of ray tracing in a spatially
partitioned gradient media. Geometric objects in the
scene are tied to spatial voxels and, to accelerate the ray
tracing process, the search for the point where the ray
meets these objects is carried out only when the ray
enters the corresponding voxel. The algorithm proposed
for finding the point of intersection of the ray with the
surface is not applicable for searching for the entry point
to the voxel, since the voxel found after transferring the
ray to the point  ⃗ +1 may not be the next one. It may
ultimately lead to the omission of a geometric object. The
use of a chord or tangent segment of a ray can also lead
to the problem of skipping a geometric object. Fig. 3
illustrates this possibility. Therefore, to search for the
next voxel and its entry point, it is necessary to find the
point of intersection of the ray with the boundary of the
current voxel. Since the voxel, as a rule, has the shape of
a parallelepiped with planes parallel to the coordinate
planes, the algorithm for finding the intersection point
with its boundaries is greatly simplified:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) We specify the starting point ( ⃗0,  ⃗0( ⃗0)) and (based
on the parameters of the gradient medium) the ray
transfer parameter Δ .
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Parameters  ⃗,  ⃗,  ⃗,  ⃗( ⃗ +1) are calculated by the
formula (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ), and then  ⃗ +1 by formula (
        <xref ref-type="bibr" rid="ref6">6</xref>
        ).
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) If the point  ⃗ +1 lies inside the voxel, then the ray
transfer parameter Δ is taken as the initial parameter
to search for the point where the beam meets the
geometric objects inside the voxel.
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) If the point  ⃗ +1 is outside the voxel boundary, then
an iterative approaching is made to the voxel
boundary, the task of which is to find a point on the
boundary and determine the beam transfer parameter
to this point Δ . In this case, the point  ⃗ +1 and the
transfer parameter Δ are chosen in such a way that
the point turned out to be a small distance beyond
the voxel border. However, if no intersection with
the geometry inside the voxel was found, then to
search for a new border inside the next voxel, the
point and the transfer parameter return to a short
distance inside the current voxel.
(
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) If an intersection with a geometric object inside the
voxel was found, then the beam is converted at the
boundary of the geometric object. And, if the beam
remains in the gradient medium, the procedure for
searching for the intersection of the beam with the
boundary of the current voxel is repeated.
      </p>
      <p>
        To implement the ray tracing
method in
threedimensional scenes containing gradient media, a gradient
media
program
interface
was implemented,
which
provided the basic functionality necessary for ray tracing.
The main methods of the environment interface should:
the point  ⃗ in the direction  ⃗ ( ⃗ ). If the medium
does not have gradient properties, then the transport
parameter is set to infinity and a direct ray tracing is
realized. The beam transfer parameter can take into
account the spatial partitioning properties of the
scene and, if necessary, be calculated up to the
border of the nearest voxel.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) For the set  0,  1,  2, …  
of wavelengths determine
the subset of
      </p>
      <p>
        wavelengths for which ray tracing
along one path is possible, i.e. no dispersion.
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) Calculate the refraction index of the medium at the
point  ⃗ .
      </p>
      <p>medium at the point  ⃗ .</p>
      <p>
        ⃗ +1
трассы луча  ⃗ +1( ⃗ +1).
(
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) Осуществлять перенос луча из точки  ⃗ в току
и вычислять новое направление в конце
(
        <xref ref-type="bibr" rid="ref6">6</xref>
        ) Calculate the optical path and geometric path of the
ray from the point  ⃗ to the point  ⃗ +1.
      </p>
      <p>
        (
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) Calculate the gradient of the refraction index of the
process.
      </p>
      <p>transferred from the point  ⃗ to the point  ⃗ +1.</p>
      <p>These interfaces are enough to implement ray tracing
in
gradient
media
of
optical
devices
and
threedimensional scenes. Besides, the implementation of these
programming interfaces at a basic level will allow the
implementation of ray tracing
methods that will not
depend on the properties of the environment in which
they are distributed. This solution will greatly simplify
the implementation of image synthesis methods and, in
some cases, will avoid the need to impose additional
conditions on the scene parameters in the rendering
4.</p>
    </sec>
    <sec id="sec-4">
      <title>Luminance calculation algorithms</title>
      <p>The methods for calculating the luminance of the
scene's scattering surfaces located in gradient media have
their specifics. The visible luminance of the scene object
is determined by the well-known formula [8]:
 ( ,  ⃗,  ⃗) =  ( ,  )
 ( ,  ⃗)
 ′( ,  ⃗)

1
4</p>
      <p>0( ,  ⃗,  ⃗) +
where:  0( ,  ⃗,  ⃗) is the own luminance of the observed
object at a wavelength  , at a point  ⃗ and in the direction
 ⃗,  ( ,  ) – medium transmission at wavelength  and on
the path t from the luminance source to the observer,
 ( ,  ⃗) – index of refraction at the observer point,
 ′( ,  ⃗) – index of refraction at the point of formation of
luminance,  ( ,  ⃗,  ⃗′) - the luminance of the light source
illuminating the surface at a wavelength  , at a point  ⃗ in
the direction  ⃗′,  ⃗ – the direction of the local normal to
the
surface</p>
      <p>at
   ( ,  ⃗,  ⃗,  ⃗′)
the
point
of</p>
      <p>illumination
The
bidirectional
scattering
 ⃗,
distribution function of the surface (that is how
many
times the brightness of a surface under given lighting and
observation conditions differs from the brightness of an
ideal diffuser) at wavelength  , at a point  ⃗, in direction
of illumination  ⃗′ and in the direction of observation  ⃗.
The integration of luminance is carried out over the entire
hemisphere of the illumination of the observation surface.</p>
      <p>For the computing</p>
      <p>
        method, the luminance can be
represented as the sum of the four components visually
presented in Fig. 4:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) The luminance of direct vision is the intrinsic
luminance of the surface that the observer sees
directly or through a series of "mirror" surfaces. For
surfaces
in
gradient
media,
this
luminance
component can be calculated directly, for example,
by the ray tracing method.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) The
luminance
of
caustic
illumination is the
brightness of the surface that the observer sees
directly or through a series of “mirror” surfaces
illuminated
calculate
through
the
“mirror”
      </p>
      <p>surfaces.
this luminance
component, the</p>
      <p>
        To
most
suitable method would be a method based on the use
of photon
maps [9]. Caustic lighting
maps are
created by stochastic rays emitted from light sources,
stored, and then “read” in accordance with equation
(
        <xref ref-type="bibr" rid="ref7">7</xref>
        ) as the intrinsic luminance of the observed object.
This approach is technically applicable for surfaces
in gradient media, and requires only additional
analysis of the ray hit the caustic map.
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) The luminance of direct illumination is the
luminance of the surface that the observer sees
directly or through a series of “mirror” surfaces
directly illuminated by light sources. To calculate
this brightness component, as a rule, the method of
multiple importance sampling is used, weighting the
brightness learned from the choice of points on the
light source (light sampling - which allows you to
calculate the luminance of direct illumination using
radiometric ratios) and the choice of direction in the
bidirectional scattering function (BDF sampling
allowing the method of calculating shadow rays to
find the brightness of visible light sources) [10]. In
most cases, the main contribution is made by the
method of choosing points on the light source,
however, this method cannot be applied to the case
of surface illumination through gradient media
(radiometric ratios do not allow calculating
luminance efficiently and correctly). The method of
choosing directions for the bidirectional scattering
function has several serious limitations, for example,
it cannot be applied to scenes containing small-sized
light sources. Therefore, to calculate the brightness
when illuminating a surface through a gradient
medium, it is necessary to use the photon map
method, which is technically implemented as a
method for calculating the luminance of caustic
illumination. If there are extended light sources of
large size, weigh it with the method of selecting
directions according to the bidirectional scattering
function.
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) The luminance of the secondary illumination is the
brightness of the surface that the observer sees
directly or through a series of “mirror” surfaces
illuminated by light scattered on the diffuse surfaces
of the scene. To calculate this luminance component,
forward ray tracing method, backward ray tracing
methods, path tracing methods [11], or various
options based on bi-directional ray tracing methods
[12] are used. If the scene contains gradient media,
then the use of ray tracing methods and methods of
path tracing in most cases becomes ineffective. The
main reason is the low probability that the rays hit
the observer’s receiver (in forward ray tracing
methods) or the light source (in backward ray tracing
methods). The classical methods of bi-directional ray
tracing can also be inefficient since they allow the
possibility of connecting the paths of forward and
backward rays through gradient media, which cannot
be effectively implemented in the physically correct
approximation of ray tracing. Therefore, the most
suitable solution to the problem of calculating the
brightness of secondary illumination is the method of
bi-directional ray tracing using photon maps. From a
practical point of view, this method is implemented
similarly to the method for calculating the brightness
of caustic illumination. The only difference is that
photonic maps are formed at the second and further
distant diffuse scattering events.
      </p>
      <p>The above solutions allow you to implement
physically correct rendering of scenes containing gradient
media.
5.</p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>The ray tracing method and photorealistic rendering,
based on the forward stochastic ray tracing method in
scenes containing gradient media, was implemented as
part of the Lumicept computer-based photorealistic
image synthesis system [13]. Besides, a method for
visualizing ray paths propagating in a medium with a
refractive index gradient was implemented.</p>
      <p>As an example, a scene was constructed consisting of
a cylindrical fiber with a refractive index varying from
axis to edge (as shown in Fig. 5), a small-sized LED
source illuminating the end of the fiber, and a radiation
receiver which detects the component of caustic
illumination on the opposite end of the fiber. As an
alternative, a scene was built consisting of a series of
cylinders in optical contact. The radius of the cylinder
was determined from the condition that the refraction
index changes by 0.005. Modeling was carried out at
various parameters of the beam displacement. The
number of steps varied from 20 to 100. The ray path
remained practically unchanged and the synthesized
image remained unchanged. The simulation results
showed a match with the simulation results for the
alternative scene. Images of several ray paths and the
distribution of illumination behind the end of the fiber are
shown in Fig. 5.</p>
      <p>Fig. 5. Variation of the refractive index from the center to the edge of the fiber, the beam path inside the fiber and the distribution
of illumination behind the end of the fiber (from left to right)</p>
      <p>The coincidence of the simulation results obtained in
various ways indirectly confirms the correctness of the
chosen implementation of the ray tracing method.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>In the framework of this study, an effective and
physically correct method of ray tracing in gradient
media was proposed. For implementation in the
photorealistic rendering system, a gradient software
interface was proposed, which can become the basic
interface for all types of media. Methods were proposed
for calculating the luminance of all lighting components
in gradient media.</p>
      <p>The main tasks that are planned as part of the
expansion of the proposed approach are, firstly, to
determine the optimal parameter for beam movement in
free space, which should provide a given accuracy of the
position of the new point in space and the new direction
of beam propagation, and, secondly, to develop an
effective method for determining the parameter of ray
tracing to the boundary of the spatial cell of the scene
(voxel).</p>
    </sec>
    <sec id="sec-7">
      <title>Asknowledges References</title>
      <p>The work was supported by RFBR, Grants №
18-0801484, 19-01-00435, 20-01-00547.</p>
    </sec>
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