Monte Carlo Solution of Scattering Equations for Computer Graphics
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Lecture 6: Spectroscopy and Photochemistry II
Lecture 6: Spectroscopy and Photochemistry II Required Reading: FP Chapter 3 Suggested Reading: SP Chapter 3 Atmospheric Chemistry CHEM-5151 / ATOC-5151 Spring 2005 Prof. Jose-Luis Jimenez Outline of Lecture • The Sun as a radiation source • Attenuation from the atmosphere – Scattering by gases & aerosols – Absorption by gases • Beer-Lamber law • Atmospheric photochemistry – Calculation of photolysis rates – Radiation fluxes – Radiation models 1 Reminder of EM Spectrum Blackbody Radiation Linear Scale Log Scale From R.P. Turco, Earth Under Siege: From Air Pollution to Global Change, Oxford UP, 2002. 2 Solar & Earth Radiation Spectra • Sun is a radiation source with an effective blackbody temperature of about 5800 K • Earth receives circa 1368 W/m2 of energy from solar radiation From Turco From S. Nidkorodov • Question: are relative vertical scales ok in right plot? Solar Radiation Spectrum II From F-P&P •Solar spectrum is strongly modulated by atmospheric scattering and absorption From Turco 3 Solar Radiation Spectrum III UV Photon Energy ↑ C B A From Turco Solar Radiation Spectrum IV • Solar spectrum is strongly O3 modulated by atmospheric absorptions O 2 • Remember that UV photons have most energy –O2 absorbs extreme UV in mesosphere; O3 absorbs most UV in stratosphere – Chemistry of those regions partially driven by those absorptions – Only light with λ>290 nm penetrates into the lower troposphere – Biomolecules have same bonds (e.g. C-H), bonds can break with UV absorption => damage to life • Importance of protection From F-P&P provided by O3 layer 4 Solar Radiation Spectrum vs. altitude From F-P&P • Very high energy photons are depleted high up in the atmosphere • Some photochemistry is possible in stratosphere but not in troposphere • Only λ > 290 nm in trop. -
Path Tracing
Path Tracing Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Irradiance Circumference of a Circle • The circumference of a circle of radius r is 2πr • In fact, a radian is defined as the angle you get on an arc of length r • We can represent the circumference of a circle as an integral 2휋 푐푖푟푐 = 푟푑휑 0 • This is essentially computing the length of the circumference as an infinite sum of infinitesimal segments of length 푟푑휑, over the range from 휑=0 to 2π Area of a Hemisphere • We can compute the area of a hemisphere by integrating ‘rings’ ranging over a second angle 휃, which ranges from 0 (at the north pole) to π/2 (at the equator) • The area of a ring is the circumference of the ring times the width 푟푑휃 • The circumference is going to be scaled by sin휃 as the rings are smaller towards the top of the hemisphere 휋 2 2휋 2 2 푎푟푒푎 = sin 휃 푟 푑휑 푑휃 = 2휋푟 0 0 Hemisphere Integral 휋 2 2휋 2 푎푟푒푎 = sin 휃 푟 푑휑 푑휃 0 0 • We are effectively computing an infinite summation of tiny rectangular area elements over a two dimensional domain. Each element has dimensions: sin 휃 푟푑휑 × 푟푑휃 Irradiance • Now, let’s assume that we are interested in computing the total amount of light arriving at some point on a surface • We are essentially integrating over all possible directions in the hemisphere above the surface (assuming it’s opaque and we’re not receiving translucent light from below the surface) • We are integrating the light intensity (or radiance) coming in from every direction • The total incoming radiance over all directions in the hemisphere -
Photon Cross Sections, Attenuation Coefficients, and Energy Absorption Coefficients from 10 Kev to 100 Gev*
1 of Stanaaros National Bureau Mmin. Bids- r'' Library. Ml gEP 2 5 1969 NSRDS-NBS 29 . A111D1 ^67174 tioton Cross Sections, i NBS Attenuation Coefficients, and & TECH RTC. 1 NATL INST OF STANDARDS _nergy Absorption Coefficients From 10 keV to 100 GeV U.S. DEPARTMENT OF COMMERCE NATIONAL BUREAU OF STANDARDS T X J ". j NATIONAL BUREAU OF STANDARDS 1 The National Bureau of Standards was established by an act of Congress March 3, 1901. Today, in addition to serving as the Nation’s central measurement laboratory, the Bureau is a principal focal point in the Federal Government for assuring maximum application of the physical and engineering sciences to the advancement of technology in industry and commerce. To this end the Bureau conducts research and provides central national services in four broad program areas. These are: (1) basic measurements and standards, (2) materials measurements and standards, (3) technological measurements and standards, and (4) transfer of technology. The Bureau comprises the Institute for Basic Standards, the Institute for Materials Research, the Institute for Applied Technology, the Center for Radiation Research, the Center for Computer Sciences and Technology, and the Office for Information Programs. THE INSTITUTE FOR BASIC STANDARDS provides the central basis within the United States of a complete and consistent system of physical measurement; coordinates that system with measurement systems of other nations; and furnishes essential services leading to accurate and uniform physical measurements throughout the Nation’s scientific community, industry, and com- merce. The Institute consists of an Office of Measurement Services and the following technical divisions: Applied Mathematics—Electricity—Metrology—Mechanics—Heat—Atomic and Molec- ular Physics—Radio Physics -—Radio Engineering -—Time and Frequency -—Astro- physics -—Cryogenics. -
Adjoints and Importance in Rendering: an Overview
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 9, NO. 3, JULY-SEPTEMBER 2003 1 Adjoints and Importance in Rendering: An Overview Per H. Christensen Abstract—This survey gives an overview of the use of importance, an adjoint of light, in speeding up rendering. The importance of a light distribution indicates its contribution to the region of most interest—typically the directly visible parts of a scene. Importance can therefore be used to concentrate global illumination and ray tracing calculations where they matter most for image accuracy, while reducing computations in areas of the scene that do not significantly influence the image. In this paper, we attempt to clarify the various uses of adjoints and importance in rendering by unifying them into a single framework. While doing so, we also generalize some theoretical results—known from discrete representations—to a continuous domain. Index Terms—Rendering, adjoints, importance, light, ray tracing, global illumination, participating media, literature survey. æ 1INTRODUCTION HE use of importance functions started in neutron importance since it indicates how much the different parts Ttransport simulations soon after World War II. Im- of the domain contribute to the solution at the most portance was used (in different disguises) from 1983 to important part. Importance is also known as visual accelerate ray tracing [2], [16], [27], [78], [79]. Smits et al. [67] importance, view importance, potential, visual potential, value, formally introduced the use of importance for global -
Advanced Physics Laboratory
1 ADVANCED PHYSICS LABORATORY XRF X-Ray Fluorescence: Energy-Dispersive Technique (EDXRF) PART II Optional Experiments Author: Natalia Krasnopolskaia Last updated: N. Krasnopolskaia, January 2017 Spectrum of YBCO superconductor obtained by Oguzhan Can. SURF 2013 2 Contents Introduction ………………………………………………………………………………………3 Experiment 1. Quantitative elemental analysis of coins ……………..………………………….12 Experiment 2. Study of Si PIN detector in the x-ray fluorescence spectrometer ……………….16 Experiment 3. Secondary enhancement of x-ray fluorescence and matrix effects in alloys.……24 Experiment 4. Verification of stoichiometry formula for superconducting materials..………….29 3 INTRODUCTION In Part I of the experiment you got familiar with fundamental ideas about the origin of x-ray photons as a result of decelerating of electrons in an x-ray tube and photoelectric effect in atoms of the x-ray tube and a target. For practical purposes, the processes in the x-ray tube and in the sample of interest must be explained in detail. An X-ray photon from the x-ray tube incident on a target/sample can be either absorbed by the atoms of the target or scattered. The corresponding processes are: (a) photoelectric effect (absorption) that gives rise to characteristic spectrum emitted isotropically; (b) Compton effect (inelastic scattering; energy shifts toward the lower value); and (c) Rayleigh scattering (elastic scattering; energy of the photon stays unchanged). Each event of interaction between the incident particle and an atom or the other particle is characterized by its probability, which in spectroscopy is expressed through the cross section σ of the process. Actually, σ has a dimension of [L2] and in atomic and nuclear physics has a unit of barn: 1 barn = 10-24cm2. -
Remote Sensing
remote sensing Article A Refined Four-Stream Radiative Transfer Model for Row-Planted Crops Xu Ma 1, Tiejun Wang 2 and Lei Lu 1,3,* 1 College of Earth and Environmental Sciences, Lanzhou University, Lanzhou 730000, China; [email protected] 2 Faculty of Geo-Information Science and Earth Observation (ITC), University of Twente, P.O. Box 217, 7500 AE Enschede, The Netherlands; [email protected] 3 Key Laboratory of Western China’s Environmental Systems (Ministry of Education), Lanzhou University, Lanzhou 730000, China * Correspondence: [email protected]; Tel.: +86-151-1721-8663 Received: 17 March 2020; Accepted: 14 April 2020; Published: 18 April 2020 Abstract: In modeling the canopy reflectance of row-planted crops, neglecting horizontal radiative transfer may lead to an inaccurate representation of vegetation energy balance and further cause uncertainty in the simulation of canopy reflectance at larger viewing zenith angles. To reduce this systematic deviation, here we refined the four-stream radiative transfer equations by considering horizontal radiation through the lateral “walls”, considered the radiative transfer between rows, then proposed a modified four-stream (MFS) radiative transfer model using single and multiple scattering. We validated the MFS model using both computer simulations and in situ measurements, and found that the MFS model can be used to simulate crop canopy reflectance at different growth stages with an accuracy comparable to the computer simulations (RMSE < 0.002 in the red band, RMSE < 0.019 in NIR band). Moreover, the MFS model can be successfully used to simulate the reflectance of continuous (RMSE = 0.012) and row crop canopies (RMSE < 0.023), and therefore addressed the large viewing zenith angle problems in the previous row model based on four-stream radiative transfer equations. -
The Optical Effective Attenuation Coefficient As an Informative
hv photonics Article The Optical Effective Attenuation Coefficient as an Informative Measure of Brain Health in Aging Antonio M. Chiarelli 1,2,* , Kathy A. Low 1, Edward L. Maclin 1, Mark A. Fletcher 1, Tania S. Kong 1,3, Benjamin Zimmerman 1, Chin Hong Tan 1,4,5 , Bradley P. Sutton 1,6, Monica Fabiani 1,3,* and Gabriele Gratton 1,3,* 1 Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana-Champaign, Urbana, IL 61801, USA 2 Department of Neuroscience, Imaging and Clinical Sciences, University G. D’Annunzio of Chieti-Pescara, 66100 Chieti, Italy 3 Psychology Department, University of Illinois at Urbana-Champaign, Champaign, IL 61820, USA 4 Division of Psychology, Nanyang Technological University, Singapore 639818, Singapore 5 Department of Pharmacology, National University of Singapore, Singapore 117600, Singapore 6 Department of Bioengineering, University of Illinois at Urbana-Champaign, Urbana, IL 61801, USA * Correspondence: [email protected] (A.M.C.); [email protected] (M.F.); [email protected] (G.G.) Received: 24 May 2019; Accepted: 10 July 2019; Published: 12 July 2019 Abstract: Aging is accompanied by widespread changes in brain tissue. Here, we hypothesized that head tissue opacity to near-infrared light provides information about the health status of the brain’s cortical mantle. In diffusive media such as the head, opacity is quantified through the Effective Attenuation Coefficient (EAC), which is proportional to the geometric mean of the absorption and reduced scattering coefficients. EAC is estimated by the slope of the relationship between source–detector distance and the logarithm of the amount of light reaching the detector (optical density). -
LIGHT TRANSPORT SIMULATION in REFLECTIVE DISPLAYS By
LIGHT TRANSPORT SIMULATION IN REFLECTIVE DISPLAYS by Zhanpeng Feng, B.S.E.E., M.S.E.E. A Dissertation In ELECTRICAL ENGINEERING DOCTOR OF PHILOSOPHY Dr. Brian Nutter Chair of the Committee Dr. Sunanda Mitra Dr. Tanja Karp Dr. Richard Gale Dr. Peter Westfall Peggy Gordon Miller Dean of the Graduate School May, 2012 Copyright 2012, Zhanpeng Feng Texas Tech University, Zhanpeng Feng, May 2012 ACKNOWLEDGEMENTS The pursuit of my Ph.D. has been a rather long journey. The journey started when I came to Texas Tech ten years ago, then took a change in direction when I went to California to work for Qualcomm in 2006. Over the course, I am privileged to have met the most amazing professionals in Texas Tech and Qualcomm. Without them I would have never been able to finish this dissertation. I begin by thanking my advisor, Dr. Brian Nutter, for introducing me to the brilliant world of research, and teaching me hands on skills to actually get something done. Dr. Nutter sets an example of excellence that inspired me to work as an engineer and researcher for my career. I would also extend my thanks to Dr. Mitra for her breadth and depth of knowledge; to Dr. Karp for her scientific rigor; to Dr. Gale for his expertise in color science and sense of humor; and to Dr. Westfall, for his great mind in statistics. They have provided me invaluable advice throughout the research. My colleagues and supervisors in Qualcomm also gave tremendous support and guidance along the path. Tom Fiske helped me establish my knowledge in optics from ground up and taught me how to use all the tools for optical measurements. -
The Photon Mapping Method
7 The Photon Mapping Method “I get by with a little help from my friends.” —John Lennon, 1940–1980 HOTON mapping is a practical approach for computing global illumination within complex P environments. Much like irradiance caching methods, photon mapping caches and reuses illumination information in the scene for efficiency. Photon mapping has also been successfully applied for computing lighting within, and in the presence of, participating media. In this chapter we briefly introduce the photon mapping technique. This sets the foundation for our contributions in the next chapter, which make volumetric photon mapping practical. 7.1 Algorithm Overview Photon mapping, introduced by Jensen[1995; 1996; 1997; 1998; 2001], is a practical approach for computing global illumination. At a high level, the algorithm consists of two main steps: Algorithm 7.1:PHOTONMAPPING() 1 PHOTONTRACING(); 2 RENDERUSINGPHOTONMAP(); In the first step, a lighting simulation is performed by tracing packets of energy, or photons, from light sources and storing these photons as they scatter within the scene. This processes 119 120 Algorithm 7.2:PHOTONTRACING() 1 n 0; e Æ 2 repeat 3 (l, pdf (l)) = CHOOSELIGHT(); 4 (xp , ~!p , ©p ) = GENERATEPHOTON(l ); ©p 5 TRACEPHOTON(xp , ~!p , pdf (l) ); 6 n 1; e ÅÆ 7 until photon map full ; 1 8 Scale power of all photons by ; ne results in a set of photon maps, which can be used to efficiently query lighting information. In the second pass, the final image is rendered using Monte Carlo ray tracing. This rendering step is made more efficient by exploiting the lighting information cached in the photon map. -
Gamma-Ray Interactions with Matter
2 Gamma-Ray Interactions with Matter G. Nelson and D. ReWy 2.1 INTRODUCTION A knowledge of gamma-ray interactions is important to the nondestructive assayist in order to understand gamma-ray detection and attenuation. A gamma ray must interact with a detector in order to be “seen.” Although the major isotopes of uranium and plutonium emit gamma rays at fixed energies and rates, the gamma-ray intensity measured outside a sample is always attenuated because of gamma-ray interactions with the sample. This attenuation must be carefully considered when using gamma-ray NDA instruments. This chapter discusses the exponential attenuation of gamma rays in bulk mater- ials and describes the major gamma-ray interactions, gamma-ray shielding, filtering, and collimation. The treatment given here is necessarily brief. For a more detailed discussion, see Refs. 1 and 2. 2.2 EXPONENTIAL A~ATION Gamma rays were first identified in 1900 by Becquerel and VMard as a component of the radiation from uranium and radium that had much higher penetrability than alpha and beta particles. In 1909, Soddy and Russell found that gamma-ray attenuation followed an exponential law and that the ratio of the attenuation coefficient to the density of the attenuating material was nearly constant for all materials. 2.2.1 The Fundamental Law of Gamma-Ray Attenuation Figure 2.1 illustrates a simple attenuation experiment. When gamma radiation of intensity IO is incident on an absorber of thickness L, the emerging intensity (I) transmitted by the absorber is given by the exponential expression (2-i) 27 28 G. -
Lighting - the Radiance Equation
CHAPTER 3 Lighting - the Radiance Equation Lighting The Fundamental Problem for Computer Graphics So far we have a scene composed of geometric objects. In computing terms this would be a data structure representing a collection of objects. Each object, for example, might be itself a collection of polygons. Each polygon is sequence of points on a plane. The ‘real world’, however, is ‘one that generates energy’. Our scene so far is truly a phantom one, since it simply is a description of a set of forms with no substance. Energy must be generated: the scene must be lit; albeit, lit with virtual light. Computer graphics is concerned with the construction of virtual models of scenes. This is a relatively straightforward problem to solve. In comparison, the problem of lighting scenes is the major and central conceptual and practical problem of com- puter graphics. The problem is one of simulating lighting in scenes, in such a way that the computation does not take forever. Also the resulting 2D projected images should look as if they are real. In fact, let’s make the problem even more interesting and challenging: we do not just want the computation to be fast, we want it in real time. Image frames, in other words, virtual photographs taken within the scene must be produced fast enough to keep up with the changing gaze (head and eye moves) of Lighting - the Radiance Equation 35 Great Events of the Twentieth Century35 Lighting - the Radiance Equation people looking and moving around the scene - so that they experience the same vis- ual sensations as if they were moving through a corresponding real scene. -
CS 184: Problems and Questions on Rendering
CS 184: Problems and Questions on Rendering Ravi Ramamoorthi Problems 1. Define the terms Radiance and Irradiance, and give the units for each. Write down the formula (inte- gral) for irradiance at a point in terms of the illumination L(ω) incident from all directions ω. Write down the local reflectance equation, i.e. express the net reflected radiance in a given direction as an integral over the incident illumination. 2. Make appropriate approximations to derive the radiosity equation from the full rendering equation. 3. Match the surface material to the formula (and goniometric diagram shown in class). Also, give an example of a real material that reasonably closely approximates the mathematical description. Not all materials need have a corresponding diagram. The materials are ideal mirror, dark glossy, ideal diffuse, retroreflective. The formulae for the BRDF fr are 4 ka(R~ · V~ ), kb(R~ · V~ ) , kc/(N~ · V~ ), kdδ(R~), ke. 4. Consider the Cornell Box (as in the radiosity lecture, assume for now that this is essentially a room with only the walls, ceiling and floor. Assume for now, there are no small boxes or other furniture in the room, and that all surfaces are Lambertian. The box also has a small rectangular white light source at the center of the ceiling.) Assume we make careful measurements of the light source intensity and dimensions of the room, as well as the material properties of the walls, floor and ceiling. We then use these as inputs to our simple OpenGL renderer. Assuming we have been completely accurate, will the computer-generated picture be identical to a photograph of the same scene from the same location? If so, why? If not, what will be the differences? Ignore gamma correction and other nonlinear transfer issues.