Related papers: Rough-Surface Shadowing of Self-Affine Random Roug…
We present a technique to optimize the reflectivity of a surface while preserving its overall shape. The naive optimization of the mesh vertices using the gradients of reflectivity simulations results in undesirable distortion. In contrast,…
The Sudden Approximation is applied to invert structural data on randomly corrugated surfaces from inert atom scattering intensities. Several expressions relating experimental observables to surface statistical features are derived. The…
The paper explores the Rutherford scattering shadow in an entire class of comoving frames -- inertial frames moving along the initial projectile direction -- of which the laboratory frame, where the target is initially at rest, is a…
A method is given for evaluating electromagnetic scattering by an irregular surface with spatially-varying impedance. This uses an operator expansion with respect to impedance variation and allows examination of its effects and the…
Learning neural radiance fields of a scene has recently allowed realistic novel view synthesis of the scene, but they are limited to synthesize images under the original fixed lighting condition. Therefore, they are not flexible for the…
We study the light scattered from randomly rough, one-dimensional self-affine fractal silver surfaces with nanoscale lower cutoff, illuminated by s- or p-polarized Gaussian beams a few microns wide. By means of rigorous numerical…
An approach is presented for the inversion of simulated and experimental in-plane, co-polarized light scattering data in p and s polarization to obtain the normalized surface-height autocorrelation function and the rms-roughness of a…
Implicit neural representation has opened up new possibilities for inverse rendering. However, existing implicit neural inverse rendering methods struggle to handle strongly illuminated scenes with significant shadows and indirect…
The optical medium analogy of a radiation field generated by either an exact gravitational plane wave or an exact electromagnetic wave in the framework of general relativity is developed. The equivalent medium of the associated background…
Randomly sampling points on surfaces is an essential operation in geometry processing. This sampling is computationally straightforward on explicit meshes, but it is much more difficult on other shape representations, such as widely-used…
Light interreflections occurring in a concave object generate a color gradient which is characteristic of the object's spectral reflectance. In this paper, we use this property in order to estimate the spectral reflectance of matte,…
This paper addresses the problem of inverse rendering from photometric images. Existing approaches for this problem suffer from the effects of self-shadows, inter-reflections, and lack of constraints on the surface reflectance, leading to…
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface…
In this article, we discuss the numerical solution of diffusion equations on random surfaces within the isogeometric framework. We describe in detail, how diffusion problems on random surfaces can be modelled and how quantities of interest…
Relighting of human images enables post-photography editing of lighting effects in portraits. The current mainstream approach uses neural networks to approximate lighting effects without explicitly accounting for the principle of physical…
Shadows encode rich information about scene geometry and illumination, yet existing methods either predict a unified shadow mask or overlook attached shadows entirely. We address this gap by proposing a framework for jointly detecting cast…
In this work, we present a detailed procedure of computer implementation of the laws of refraction and reflection on an arbitrary surface with rotational symmetry with respect to the propagation axis. The goal is to facilitate the…
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in…
We introduce an arbitrary order, computationally efficient method to smooth corners on curves in the plane, as well as edges and vertices on surfaces in $\mathbb R^3$. The method is local, only modifying the original surface in a…
Rendering volumetric scattering media, including clouds, fog, smoke, and other complex materials, is crucial for realism in computer graphics. Traditional path tracing, while unbiased, requires many long path samples to converge in scenes…