=Paper=
{{Paper
|id=Vol-2763/CPT2020_paper_s6-7
|storemode=property
|title=Synthesis methods for realistic images of three-dimensional scenes containing media with a refractive index gradient
|pdfUrl=https://ceur-ws.org/Vol-2763/CPT2020_paper_s6-7.pdf
|volume=Vol-2763
|authors=Dmitry Zhdanov,Igor Potemin,Andrey Zhdanov,Vladimir Galaktionov,Alexey Garbul
}}
==Synthesis methods for realistic images of three-dimensional scenes containing media with a refractive index gradient==
Synthesis methods for realistic images of three-dimensional scenes containing media with a refractive index gradient D.D. Zhdanov1, I.S. Potemin1, A.D. Zhdanov1, V.A. Galaktionov2 , A.A. Garbu12 ddzhdanov@mail.ru | ipotemin@yandex.ru | adzhdanov@itmo.ru | vlgal@gin.keldysh.ru | tnmik@gin.keldysh.ru 1 ITMO University, Saint Petersburg, Russia; 2 Keldysh Institute of Applied Mathematics RAS, Moscow, Russia 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. Keywords: ray tracing, gradient medium, Runge-Kutta method, rendering, photon maps. If the optical properties of the medium (refractive 1. Introduction index) change continuously, then, following the Fermat The solution to the problem of realistic visualization principle, the ray path takes the form of a curved line of optically complex scenes and virtual prototyping of having a minimum optical path from the start to optical devices in a real environment is based on the endpoints of the path. The ray path is determined by the construction of models of physically correct propagation eikonal equation [1], for which, in general, there are of light radiation in an optically complex environment. numerical solutions [2, 3]. In computing optics, solutions Within the framework of constructing models for the are used to calculate the ray path in a gradient lens interaction of light radiation with scene objects and environment. However, the solutions used in optical devices included in this scene, two main models computational optics are used for simple geometric are distinguished: - firstly, the conversion of light shapes that bound the gradient lens and, in most cases, radiation at the boundaries of objects and, secondly, the the laws of change in the refractive index are analytical propagation of light radiation in the space between the functions that have simple solutions. boundaries of scene objects. The ray tracing methods used in computer graphics Models of the conversion of light radiation at the are fundamentally different from the methods of boundaries of objects, for example, reflection and computational optics. The main difference is the number refraction of light at the boundary of dielectrics, of geometric objects in the scene. If in computing optics scattering of light on the surface, described by a the number of geometric primitives that limit the gradient bidirectional scattering function, a change in polarization medium is generally measured by units, then in computer at the boundary of dielectrics, birefringence, etc., have graphics systems this number can reach tens of millions. gained a lot of attention in computer graphics and Besides, in computer graphics systems, the gradient of computational optics. Models of light propagation in a the refractive index may not be an analytical function, but medium, as a rule, are limited by attenuation of light rather be an analog of a three-dimensional texture that radiation and, in some cases, by modeling such effects as varies the refractive index of the medium. These volume scattering and fluorescence. However, all these differences lead to significant changes in software models are based on the assumption that the propagation interfaces and ray tracing algorithms. Also, computer of light is rectilinear or straightforward. Even modeling graphics systems are not limited to ray tracing. Their task of such effects as volume scattering and fluorescence are is to calculate the apparent luminance of the scene, and also based on the assumption that the propagation of light gradient media make it impossible to use standard is straightforward. The specificity of these models is that algorithms for calculating the luminance components of the straightness of light radiation is limited by extinction direct, secondary and caustic illumination. events that occur when a beam “hits” a scattering In this paper, we consider methods of ray tracing in particle. In this case, the particles are not defined gradient media inside a complex geometric environment, explicitly but are reduced to such parameters as the methods for calculating the luminance components of extinction cross-section, which determines the probability direct, secondary, and caustic illumination and solutions of the beam “being captured” by the scattering particle, for the unification of ray tracing methods in gradient and the phase function, which determines the character of media for computer graphics systems and computational the light scattering by the particle and plays the role of a optics. bidirectional scattering function of the surface. As a 2. Materials and method result, the ray path in a scattering or fluorescent medium is a broken line, consisting of rectilinear segments. In the approximation of geometric optics the law of light propagation in a gradient medium is derived from Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0) the Maxwell equations: 𝑟𝑟 𝑖𝑖�∫𝑟𝑟 𝑘𝑘(𝑟𝑟⃗′)∙𝑑𝑑𝑟𝑟⃗ ′ −𝜔𝜔𝜔𝜔� 𝐸𝐸(𝑟𝑟⃗, 𝑡𝑡) = 𝐸𝐸(𝑟𝑟⃗)𝑒𝑒 −𝑖𝑖𝑖𝑖𝑖𝑖 = 𝐸𝐸0 (𝑟𝑟⃗)𝑒𝑒 0 = 𝐸𝐸0 (𝑟𝑟⃗)𝑒𝑒 𝑖𝑖𝑖𝑖(𝑟𝑟⃗) � 𝑟𝑟 (1) 𝑖𝑖�∫𝑟𝑟 𝑘𝑘(𝑟𝑟⃗′)∙𝑑𝑑𝑟𝑟⃗ ′ −𝜔𝜔𝜔𝜔� 𝐻𝐻(𝑟𝑟⃗, 𝑡𝑡) = 𝐻𝐻(𝑟𝑟⃗)𝑒𝑒 −𝑖𝑖𝑖𝑖𝑖𝑖 = 𝐻𝐻0 (𝑟𝑟⃗)𝑒𝑒 0 = 𝐻𝐻0 (𝑟𝑟⃗)𝑒𝑒 𝑖𝑖𝑖𝑖(𝑟𝑟⃗) 𝑟𝑟 where 𝜓𝜓(𝑟𝑟⃗) = ∫𝑟𝑟 𝑘𝑘(𝑟𝑟⃗′) ∙ 𝑑𝑑𝑟𝑟⃗ ′ represents the optical path where 𝑡𝑡 is the reduced parameter of the ray path, 𝑇𝑇 �⃗(𝑟𝑟⃗) is 0 or eikonal. the optical ray vector, 𝐷𝐷 �⃗(𝑟𝑟⃗) is the parameter of variation Passing to the geometric approximation, the eikonal of the refractive index. equation in vector form can be expressed as the As a result, after substituting expressions (3) into following: equation (2), the eikonal equation is transformed to a 𝑑𝑑 𝑑𝑑𝑟𝑟⃗ first-order differential equation, which can be solved �𝑛𝑛(𝑟𝑟⃗) � = ∇𝑛𝑛(𝑟𝑟⃗) (2) numerically by the Runge-Kutta method. 𝑑𝑑𝑑𝑑 𝑑𝑑𝑑𝑑 𝑑𝑑𝑑𝑑(𝑟𝑟⃗) where 𝑛𝑛(𝑟𝑟⃗) is the refraction index of the medium at the = 𝐷𝐷(𝑟𝑟⃗) (4) 𝑑𝑑𝑑𝑑 𝑑𝑑𝑟𝑟⃗ point 𝑟𝑟⃗, and 𝑠𝑠⃗(𝑟𝑟⃗) = is the direction (unit vector) of the To solve this equation, discretization is performed 𝑑𝑑𝑑𝑑 along with the curved segments 𝑡𝑡𝑖𝑖 of the ray path, where i propagation of light energy. Fig. 1 shows the curved varies from 0 to N. trajectory of the light ray and the vector of its direction at The initial parameters of the ray are known: the point 𝑟𝑟⃗. (𝑟𝑟⃗0 , 𝑠𝑠⃗0 (𝑟𝑟⃗0 ), 𝜓𝜓(𝑟𝑟⃗0 )) and as a result of successive iterations, Obviously, in a homogeneous medium, the refraction the parameters of the ray at the endpoint N can be index of the medium 𝑛𝑛(𝑟𝑟⃗) does not depend on the space 𝑑𝑑 2 𝑟𝑟⃗ calculated: (𝑟𝑟⃗𝑁𝑁 , 𝑠𝑠⃗𝑁𝑁 (𝑟𝑟⃗𝑁𝑁 ), 𝜓𝜓(𝑟𝑟⃗𝑁𝑁 )). coordinate 𝑟𝑟⃗ and thus 2 = 0. As a result, the ray path An algorithm for constructing a ray path can be 𝑑𝑑𝑠𝑠 turns into a straight line. represented as follows: (1) We specify a certain increment Δ𝑡𝑡 of the ray path, which can be selected based on considerations of variation of the refraction index in the region of the point 𝑟𝑟⃗0 or proximity to the boundaries of the medium. (2) Following the Runge-Kutta method, the following parameters are calculated recursively, starting from point 𝑖𝑖 = 0: Fig. 1. A path of ray in a gradient medium ⎧ 𝐴𝐴⃗ = Δ𝑡𝑡𝐷𝐷 �⃗(𝑟𝑟⃗𝑖𝑖 ) To implement ray tracing in a medium with a gradient ⎪ 𝐵𝐵 Δ𝑡𝑡 Δ𝑡𝑡 ⎪ �⃗ = Δ𝑡𝑡𝐷𝐷 �⃗ �𝑟𝑟⃗𝑖𝑖 + 𝑇𝑇 �⃗(𝑟𝑟⃗𝑖𝑖 ) + 𝐴𝐴⃗� of the refractive index, you can use the simplest solution, 2 8 namely, imagine a gradient medium in the form of a set Δ𝑡𝑡 (5) of layers with constant refractive indices inside each ⎨ 𝐶𝐶⃗ = Δ𝑡𝑡𝐷𝐷 �⃗ �𝑟𝑟⃗𝑖𝑖 + Δ𝑡𝑡𝑇𝑇 �⃗(𝑟𝑟⃗𝑖𝑖 ) + 𝐵𝐵 �⃗� ⎪ 2 layer. In this case, the beam path will be a set of straight ⎪ �⃗ 1 (𝑟𝑟 ) �⃗(𝑟𝑟 ) ⃗ �⃗ ⃗ sections and a change in the direction of the beam path ⎩ 𝑇𝑇 ⃗𝑖𝑖+1 = 𝑇𝑇 ⃗𝑖𝑖 + 6 �𝐴𝐴 + 4𝐵𝐵 + 𝐶𝐶 � will occur at the boundaries of the layers. Fig. 2 (a) (3) Following the calculated parameters, the ray is illustrates this approach. The main advantage of this transferred to the point i + 1 and at this point, its approach is the simplicity of ray tracing. However, this parameters are calculated: coordinates, energy approach has several drawbacks, firstly, with a rough propagation direction and eikonal: splitting, an error in the formation of the ray path is 1 possible, and with frequent splitting, it may slow down ⎧ 𝑟𝑟⃗𝑖𝑖+1 = 𝑟𝑟⃗𝑖𝑖 + Δ𝑡𝑡 �𝑇𝑇 �⃗(𝑟𝑟⃗𝑖𝑖 ) + �𝐴𝐴⃗ + 2𝐵𝐵 �⃗�� ⎪ 6 the tracing process, since the number of the ray path �⃗(𝑟𝑟⃗𝑖𝑖+1 ) ⎪ 𝑇𝑇 segments increases. Secondly, the process of constructing ⎪ 𝑠𝑠⃗𝑖𝑖+1 = the boundaries of the medium for a given refractive index 𝑛𝑛(𝑟𝑟⃗𝑖𝑖+1 ) (6) is not an easy task and can be quite easily solved only for 𝑘𝑘 ⎨𝜓𝜓(𝑟𝑟⃗ ) = 𝜓𝜓(𝑟𝑟⃗ ) + Δ𝑡𝑡 [𝑥𝑥 2 (𝑟𝑟⃗ ) + 𝑥𝑥 2 (𝑟𝑟⃗ )] − 0 “simple” media in which there are some symmetry and ⎪ 𝑖𝑖+1 𝑖𝑖+1 2 𝑖𝑖+1 𝑖𝑖 an analytical law of variation of the refractive index, for ⎪ 𝑘𝑘0 Δ𝑥𝑥 2 example, for gradient media with axial symmetry. ⎪ �⃗(𝑟𝑟⃗𝑖𝑖+1 )𝑇𝑇 �𝐷𝐷 �⃗(𝑟𝑟⃗𝑖𝑖+1 ) − 𝐷𝐷 �⃗(𝑟𝑟⃗𝑖𝑖 )𝑇𝑇 �⃗(𝑟𝑟⃗𝑖𝑖 )� ⎩ 6 Therefore, in most cases, another approach is used to form the ray path. (4) The process is repeated until the ray reaches a given To solve the differential equation (2), an approach point. based on the Runge-Kutta method is used. We introduce the following notation: This algorithm provides high accuracy of ray transfer 𝑑𝑑𝑑𝑑 in a gradient medium, ensuring the continuity of its ⎧ 𝑡𝑡 = trajectory. Fig. 2 (b) illustrates the specifics of the ray ⎪ 𝑛𝑛 tracing algorithm in a gradient medium. 𝑑𝑑𝑟𝑟⃗ 𝑑𝑑𝑟𝑟⃗ (3) �⃗(𝑟𝑟⃗) = ⎨𝑇𝑇 = 𝑛𝑛(𝑟𝑟⃗)𝑠𝑠⃗(𝑟𝑟⃗) = 𝑛𝑛(𝑟𝑟⃗) ⎪ 𝑑𝑑𝑑𝑑 𝑑𝑑𝑑𝑑 ⎩ �⃗(𝑟𝑟⃗) = 𝑛𝑛(𝑟𝑟⃗)∇𝑛𝑛(𝑟𝑟⃗) 𝐷𝐷 Fig. 2. Ray tracing methods in a gradient environment. (a) piecewise linear trajectory, (b) continuous trajectory searching for the intersection of a ray with geometry 3. Ray tracing algorithms (which does not fundamentally differ from the algorithm The above approaches allow ray tracing in media with considered in the first case), it is necessary to implement a refractive index gradient. However, these methods are an algorithm for ray tracing in voxel space. Fig. 3 suitable for unlimited environments. In reality, all media illustrates the problem of ray tracing in a spatially are limited and it is necessary to take into account the partitioned gradient media. Geometric objects in the shape of the geometric objects that bound this medium. scene are tied to spatial voxels and, to accelerate the ray Two main types of constraints of the gradient medium tracing process, the search for the point where the ray can be distinguished. Firstly, these are simple optical meets these objects is carried out only when the ray elements, for example, gradient lenses [4-7]. The enters the corresponding voxel. The algorithm proposed peculiarity of these objects is a small number of for finding the point of intersection of the ray with the geometric shapes that limit this environment. As a rule, surface is not applicable for searching for the entry point these are simple analytical objects, such as planes, to the voxel, since the voxel found after transferring the cylinders, and spheres. Secondly, these are complex ray to the point 𝑟𝑟⃗𝑖𝑖+1 may not be the next one. It may three-dimensional scenes that can form the limitation of a ultimately lead to the omission of a geometric object. The gradient medium consisting of millions of independent use of a chord or tangent segment of a ray can also lead triangles. Naturally, the search algorithms for the to the problem of skipping a geometric object. Fig. 3 intersection of the curved path of the beam with the illustrates this possibility. Therefore, to search for the boundary of the gradient medium will be specific for next voxel and its entry point, it is necessary to find the these two cases. point of intersection of the ray with the boundary of the In the first case, it is enough to implement an current voxel. Since the voxel, as a rule, has the shape of additional method for a geometric object, which will a parallelepiped with planes parallel to the coordinate inform you on which side of the surface there is a point planes, the algorithm for finding the intersection point offset from the current position by a distance Δ𝑡𝑡. If the with its boundaries is greatly simplified: point remains in the gradient medium, then the ray (1) We specify the starting point (𝑟𝑟⃗0 , 𝑠𝑠⃗0 (𝑟𝑟⃗0 )) and (based tracing process (formulas (5) and (6)) continues. If the on the parameters of the gradient medium) the ray point leaves the gradient medium, then the iterative transfer parameter Δ𝑡𝑡. process of refinement of the search for the point of (2) Parameters 𝐴𝐴⃗, 𝐵𝐵 �⃗, 𝐶𝐶⃗ , 𝑇𝑇 �⃗(𝑟𝑟⃗𝑖𝑖+1 ) are calculated by the intersection of the ray with the boundary surface begins. formula (5), and then 𝑟𝑟⃗𝑖𝑖+1 by formula (6). Наиболее The simplest process is to search for the (3) If the point 𝑟𝑟⃗𝑖𝑖+1 lies inside the voxel, then the ray intersection of the straight segment of the ray formed transfer parameter Δ𝑡𝑡 is taken as the initial parameter either by the chord (𝑟𝑟⃗𝑖𝑖+1 − 𝑟𝑟⃗𝑖𝑖 ), or tangent to the ray path to search for the point where the beam meets the (𝑠𝑠⃗𝑖𝑖 ). The obtained distance is converted into the geometric objects inside the voxel. parameter Δ𝑡𝑡 and the calculation of the new position of (4) If the point 𝑟𝑟⃗𝑖𝑖+1 is outside the voxel boundary, then the point i+1 starts from point i. This process is repeated an iterative approaching is made to the voxel until the point i+1 approaches the surface so close that boundary, the task of which is to find a point on the the last approximation can be replaced by a simple boundary and determine the beam transfer parameter rectilinear segment of the ray path. As a rule, two or three to this point Δ𝑡𝑡. In this case, the point 𝑟𝑟⃗𝑖𝑖+1 and the iterations are enough to find the point of intersection of transfer parameter Δ𝑡𝑡 are chosen in such a way that the beam with optical accuracy. the point turned out to be a small distance beyond In the second case, when ray tracing in a three- the voxel border. However, if no intersection with dimensional scene containing millions of triangles, the the geometry inside the voxel was found, then to situation is completely different. The main reason is the search for a new border inside the next voxel, the spatial partitioning of the scene. The ray is not traced point and the transfer parameter return to a short directly from the surface to the surface. The beam distance inside the current voxel. propagates in a voxel space, which divides the medium (5) If an intersection with a geometric object inside the into some volumes, usually in the form of a voxel was found, then the beam is converted at the parallelepiped. These volumes may or may not contain boundary of the geometric object. And, if the beam elements of the boundary of the scattering medium. remains in the gradient medium, the procedure for Before reaching the boundary of the medium, the ray searching for the intersection of the beam with the must sequentially cross and process all the voxels located boundary of the current voxel is repeated. on its path. Therefore, in addition to the algorithm for To implement the ray tracing method in three- provided the basic functionality necessary for ray tracing. dimensional scenes containing gradient media, a gradient The main methods of the environment interface should: media program interface was implemented, which Fig. 3. Ray tracing methods in a spatially split stage gradient medium (1) Determine the optimal beam transfer parameter from (7) Calculate the absorption of the ray when it is the point 𝑟𝑟⃗𝑖𝑖 in the direction 𝑠𝑠⃗𝑖𝑖 (𝑟𝑟⃗𝑖𝑖 ). If the medium transferred from the point 𝑟𝑟⃗𝑖𝑖 to the point 𝑟𝑟⃗𝑖𝑖+1 . does not have gradient properties, then the transport parameter is set to infinity and a direct ray tracing is These interfaces are enough to implement ray tracing realized. The beam transfer parameter can take into in gradient media of optical devices and three- account the spatial partitioning properties of the dimensional scenes. Besides, the implementation of these scene and, if necessary, be calculated up to the programming interfaces at a basic level will allow the border of the nearest voxel. implementation of ray tracing methods that will not (2) For the set 𝜆𝜆0 , 𝜆𝜆1 , 𝜆𝜆2 , … 𝜆𝜆𝑀𝑀 of wavelengths determine depend on the properties of the environment in which the subset of wavelengths for which ray tracing they are distributed. This solution will greatly simplify along one path is possible, i.e. no dispersion. the implementation of image synthesis methods and, in (3) Calculate the refraction index of the medium at the some cases, will avoid the need to impose additional point 𝑟𝑟⃗𝑖𝑖 . conditions on the scene parameters in the rendering (4) Calculate the gradient of the refraction index of the process. medium at the point 𝑟𝑟⃗𝑖𝑖 . (5) Осуществлять перенос луча из точки 𝑟𝑟⃗𝑖𝑖 в току 4. Luminance calculation algorithms 𝑟𝑟⃗𝑖𝑖+1 и вычислять новое направление в конце The methods for calculating the luminance of the трассы луча 𝑠𝑠⃗𝑖𝑖+1 (𝑟𝑟⃗𝑖𝑖+1 ). scene's scattering surfaces located in gradient media have (6) Calculate the optical path and geometric path of the their specifics. The visible luminance of the scene object ray from the point 𝑟𝑟⃗𝑖𝑖 to the point 𝑟𝑟⃗𝑖𝑖+1 . is determined by the well-known formula [8]: 𝐿𝐿0 (𝜆𝜆, 𝑟𝑟⃗, 𝑣𝑣⃗) + 𝑛𝑛(𝜆𝜆, 𝑟𝑟⃗) 4𝜋𝜋 𝐿𝐿(𝜆𝜆, 𝑟𝑟⃗, 𝑣𝑣⃗) = 𝜏𝜏(𝜆𝜆, 𝑡𝑡) �1 � (7) �⃗ ∙ 𝑣𝑣⃗′�𝑑𝑑𝑑𝑑 𝑛𝑛′(𝜆𝜆, 𝑟𝑟⃗) � 𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵(𝜆𝜆, 𝑟𝑟⃗, 𝑣𝑣⃗, 𝑣𝑣⃗′)𝐿𝐿(𝜆𝜆, 𝑟𝑟⃗, 𝑣𝑣⃗′)�𝑁𝑁 𝜋𝜋 where: 𝐿𝐿0 (𝜆𝜆, 𝑟𝑟⃗, 𝑣𝑣⃗) is the own luminance of the observed (1) The luminance of direct vision is the intrinsic object at a wavelength 𝜆𝜆, at a point 𝑟𝑟⃗ and in the direction luminance of the surface that the observer sees 𝑣𝑣⃗, 𝜏𝜏(𝜆𝜆, 𝑡𝑡) – medium transmission at wavelength 𝜆𝜆 and on directly or through a series of "mirror" surfaces. For the path t from the luminance source to the observer, surfaces in gradient media, this luminance 𝑛𝑛(𝜆𝜆, 𝑟𝑟⃗) – index of refraction at the observer point, component can be calculated directly, for example, 𝑛𝑛′(𝜆𝜆, 𝑟𝑟⃗) – index of refraction at the point of formation of by the ray tracing method. luminance, 𝐿𝐿(𝜆𝜆, 𝑟𝑟⃗, 𝑣𝑣⃗′) - the luminance of the light source (2) The luminance of caustic illumination is the illuminating the surface at a wavelength 𝜆𝜆, at a point 𝑟𝑟⃗ in brightness of the surface that the observer sees the direction 𝑣𝑣⃗′, 𝑁𝑁 �⃗ – the direction of the local normal to directly or through a series of “mirror” surfaces the surface at the point of illumination 𝑟𝑟⃗, illuminated through the “mirror” surfaces. To 𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵(𝜆𝜆, 𝑟𝑟⃗, 𝑣𝑣⃗, 𝑣𝑣⃗′) - The bidirectional scattering calculate this luminance component, the most distribution function of the surface (that is how many suitable method would be a method based on the use times the brightness of a surface under given lighting and of photon maps [9]. Caustic lighting maps are observation conditions differs from the brightness of an created by stochastic rays emitted from light sources, ideal diffuser) at wavelength 𝜆𝜆, at a point 𝑟𝑟⃗, in direction stored, and then “read” in accordance with equation of illumination 𝑣𝑣⃗′ and in the direction of observation 𝑣𝑣⃗. (7) as the intrinsic luminance of the observed object. The integration of luminance is carried out over the entire This approach is technically applicable for surfaces hemisphere of the illumination of the observation surface. in gradient media, and requires only additional For the computing method, the luminance can be analysis of the ray hit the caustic map. represented as the sum of the four components visually presented in Fig. 4: Fig. 4. Four components of visible luminance (3) The luminance of direct illumination is the methods). The classical methods of bi-directional ray luminance of the surface that the observer sees tracing can also be inefficient since they allow the directly or through a series of “mirror” surfaces possibility of connecting the paths of forward and directly illuminated by light sources. To calculate backward rays through gradient media, which cannot this brightness component, as a rule, the method of be effectively implemented in the physically correct multiple importance sampling is used, weighting the approximation of ray tracing. Therefore, the most brightness learned from the choice of points on the suitable solution to the problem of calculating the light source (light sampling - which allows you to brightness of secondary illumination is the method of calculate the luminance of direct illumination using bi-directional ray tracing using photon maps. From a radiometric ratios) and the choice of direction in the practical point of view, this method is implemented bidirectional scattering function (BDF sampling - similarly to the method for calculating the brightness allowing the method of calculating shadow rays to of caustic illumination. The only difference is that find the brightness of visible light sources) [10]. In photonic maps are formed at the second and further most cases, the main contribution is made by the distant diffuse scattering events. method of choosing points on the light source, however, this method cannot be applied to the case The above solutions allow you to implement of surface illumination through gradient media physically correct rendering of scenes containing gradient (radiometric ratios do not allow calculating media. luminance efficiently and correctly). The method of choosing directions for the bidirectional scattering 5. Results function has several serious limitations, for example, The ray tracing method and photorealistic rendering, it cannot be applied to scenes containing small-sized based on the forward stochastic ray tracing method in light sources. Therefore, to calculate the brightness scenes containing gradient media, was implemented as when illuminating a surface through a gradient part of the Lumicept computer-based photorealistic medium, it is necessary to use the photon map image synthesis system [13]. Besides, a method for method, which is technically implemented as a visualizing ray paths propagating in a medium with a method for calculating the luminance of caustic refractive index gradient was implemented. illumination. If there are extended light sources of As an example, a scene was constructed consisting of large size, weigh it with the method of selecting a cylindrical fiber with a refractive index varying from directions according to the bidirectional scattering axis to edge (as shown in Fig. 5), a small-sized LED function. source illuminating the end of the fiber, and a radiation (4) The luminance of the secondary illumination is the receiver which detects the component of caustic brightness of the surface that the observer sees illumination on the opposite end of the fiber. As an directly or through a series of “mirror” surfaces alternative, a scene was built consisting of a series of illuminated by light scattered on the diffuse surfaces cylinders in optical contact. The radius of the cylinder of the scene. To calculate this luminance component, was determined from the condition that the refraction forward ray tracing method, backward ray tracing index changes by 0.005. Modeling was carried out at methods, path tracing methods [11], or various various parameters of the beam displacement. The options based on bi-directional ray tracing methods number of steps varied from 20 to 100. The ray path [12] are used. If the scene contains gradient media, remained practically unchanged and the synthesized then the use of ray tracing methods and methods of image remained unchanged. The simulation results path tracing in most cases becomes ineffective. The showed a match with the simulation results for the main reason is the low probability that the rays hit alternative scene. Images of several ray paths and the the observer’s receiver (in forward ray tracing distribution of illumination behind the end of the fiber are methods) or the light source (in backward ray tracing shown in Fig. 5. 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) The coincidence of the simulation results obtained in [8] Kajiya, James T. (1986), "The rendering equation" various ways indirectly confirms the correctness of the (PDF), Siggraph 1986: 143–150, doi: chosen implementation of the ray tracing method. 10.1145/15922.15902 [9] Jensen H.W. (1996) Global Illumination using 6. Conclusion Photon Maps. In: Rendering Techniques ’96. In the framework of this study, an effective and Eurographics, pp. 21–30. Springer, Vienna. physically correct method of ray tracing in gradient https://doi.org/10.1007/978-3-7091-7484-5_3 media was proposed. For implementation in the [10] Vincent Pegoraro, [Handbook of Digital Image photorealistic rendering system, a gradient software Synthesis: Scientific Foundations of Rendering], interface was proposed, which can become the basic CRC Press, 2017 interface for all types of media. Methods were proposed [11] Kang, C., Wang, L., Xu, Y. et al. A survey of photon for calculating the luminance of all lighting components mapping state-of-the-art research and future in gradient media. challenges. Frontiers Inf Technol Electronic Eng 17, The main tasks that are planned as part of the 185-199 (2016). expansion of the proposed approach are, firstly, to https://doi.org/10.1631/FITEE.1500251 determine the optimal parameter for beam movement in [12] Georgiev, I., Krivanek, J., Slusallek, P.: free space, which should provide a given accuracy of the Bidirectional light transport with vertex merging. In: position of the new point in space and the new direction SIGGRAPH Asia 2011, pp. 27:1-27:2, ACM, New of beam propagation, and, secondly, to develop an York, NY, USA (2011). effective method for determining the parameter of ray [13] Hybrid Light Simulation Software Lumicept // tracing to the boundary of the spatial cell of the scene Integra.jp. URL: (voxel). https://integra.jp/en/products/lumicept (date of call 10.03.2020) Asknowledges About the authors The work was supported by RFBR, Grants № 18-08- Zhdanov Dmitry D., PhD, Head of the Visualization 01484, 19-01-00435, 20-01-00547. Technology Chair of ITMO University. E-mail: References ddzhdanov@mail.ru. Potemin Igor S., PhD, Assistant of the Visualization [1] Max Born and Emil Wolf, Principles of Optics. Technology Chair of ITMO University. E-mail: Pergamon Press, Fourth edition, 1970. ipotemin@yandex.ru. [2] Handbook of optics / sponsored by the Optical Zhdanov Andrey D., Ph.D student at ITMO University, Visualization Technology chair. E-mail: adzhdanov@itmo.ru Society of America; Michael Bass, editor in chief. - Galaktionov Vladimir A., Professor, Doctor of Science in 2nd ed., McGraw-Hill , Inc., 1995, ch.9. physics and mathematics, head of the Department of computer [3] R. K. Luneburg, Mathematical Theory of Optics, graphics and computational optics at Keldysh Institute of University of California Press, 1966, pp.182-195. Applied Mathematics RAS. E-mail: vlgal@gin.keldysh.ru [4] D. T Moore, "Gradient-Index Optics: A Review," Garbul Alexey A., researcher of Department of computer Appl. Opt. 19, 1038-1035 (1980) graphics and computational optics at Keldysh Institute of [5] E. W. Marchand, [Gradient Index Optics], Academic Applied Mathematics RAS. E-mail: tnmik@gin.keldysh.ru Press, New York, NY, (1978). [6] Applied Digital Optics: From Micro-optics to Nanophotonics Bernard C. Kress and Patrick Meyrueis 2009 John Wiley & Sons, Ltd [7] Sawyer D. Campbell, Jogender Nagar, Donovan E. Brocker, John A. Easum, Jeremiah P. Turpin, Douglas H. Werner, "Advanced gradient-index lens design tools to maximize system performance and reduce SWaP," Proc. SPIE 9822, 98220P (17 May 2016); doi: 10.1117/12.2223040