Volume Rendering Draft

When traveling through a volume, light interacts with it, resulting in a change in radiance

Change in radiance [math]dL[/math] along [math]ds[/math]:

[math]dL(x, \omega) = L_o(x, \omega) – L_i(x, \omega) = \text{emission} + \text{in-scattering} – \text{out-scattering} – \text{absorption}[/math]

  • Radiance [math]L[/math]: intensity of the light beam after it has traveled through the volume
    • Incoming radiance [math]L_i[/math]: intensity of light shone on the cylinder
    • Outgoing radiance [math]L_o[/math]: how light much leaves the volume on the other end
  • View direction [math]\omega[/math]: camera ray direction

Light/Medium Interactions

  • Radiance decreasing interactions
    • Absorption: some of the light is absorbed
    • Out-scattering: photons making up the light beam traveling towards the eye are scattered in another direction
  • Radiance increasing interactions
    • In-scattering: some of the light is redirected towards the eye
    • Emission: medium emits light, electrons gain energy released in the form of photons. Directions taken by these photons are random but some of them will travel towards the eye

Absorption (Beer-Lambert Law)

Internal transmittance: amount of light absorbed by the volume as light travels a certain distance through it

[math]T = e^{- \text{distance} \cdot \sigma_a}[/math]

  • [math]T=0[/math]: volume blocks all light; [math]T=1[/math]: all light transmitted
  • Absorption coeffcient [math]\sigma_a[/math]: the denser the volume, the higher the absorption coefficient
  • Colour that we see when looking at a surface with colour [math]c_s[/math] through a volume with colour [math]c_v[/math] is given by:

[math]C = T \cdot c_s + (1 – T) \cdot c_v[/math]

Out-scattering

Light initially traveling towards the eye through a volume interacts with particles in the volume, changing its direction

In-scattering

Light passing through a volume is redirected toward the eye due to a scattering event

  • In-scattering can happen anywhere between [math]t_0[/math] and [math]t_1[/math]
  • Amount scattered toward the eye’s direction [math]\omega[/math] where [math]x[/math] is a point on the segment [math]t_0[/math] to [math]t_1[/math]:

[math]\int_{x=t_0}^{t_1} L_i(x, \omega) dx[/math]

No analytical solution -> approximate through Riemann’s sum:

For each segment [math]dx[/math]:

  • Shoot a ray from [math]x[/math] (middle of subsegment) towards light source to get the distance light has traveled through the volume between light source and [math]x[/math]
  • Beer’s law gives amount of light [math]L_i(x, \omega)[/math] arriving at [math]x[/math]
  • Multiply [math]L_i(x, \omega)[/math] by [math]dx[/math] and accumulate the contribution

Two things missing:

  • We dont know what fraction of light is actually being in-scattered
  • The in-scattered light will also be absorbed on it’s way back to the eye

Coefficients

Absorption coefficient [math]\sigma_a[/math]

Absorption increases whether you double either the absorption coefficient or the distance traveled by the light through the volume

Scattering coefficient [math]\sigma_s[/math]

In-scattering and out-scattering are part of the same scattering phenomenon -> proba that a photon is being scattered is the same and defined by single coefficient

Extinction coefficient [math]\sigma_t[/math]

[math]\sigma_t = \sigma_a + \sigma_s[/math]

Out-scattering and absorption both result in loss in radiance -> combine them when calculating this loss -> extinction or attenuation coefficient

  • They all represent probability densities: likelihood that a random event (ex: absorption event) occurs at a given point
  • Unit: reciprocal distance, inverse of a distance
    • Mean free path: average distance a photon will travel through a volume before the photon and the medium interact with one another, inverse of the coefficient