A Full-Wave Reference Simulator for Computing Surface Reflectance
1Cornell University, 2EPFL, 3University of Michigan
ACM Transactions on Graphics (SIGGRAPH 2023)
Abstract
Computing light reflection from rough surfaces is an important topic in computer graphics. Reflection models developed based on geometric optics fail to capture wave effects such as diffraction and interference, while existing models based on physical optics approximations give erroneous predictions under many circumstances (e.g. when multiple scattering cannot be ignored). We present a scalable 3D full-wave simulator for computing reference solutions to surface scattering problems, which can be used to evaluate and guide the development of approximate models for rendering. We investigate the range of validity for some existing wave optics based reflection models; our results confirm these models for low-roughness surfaces but also show that prior rendering methods do not accurately predict the scattering behavior of some types of surfaces.
Our simulator is based on the boundary element method (BEM) and accelerated using the adaptive integral method (AIM), and is implemented to execute on modern GPUs. We demonstrate the simulator on domains up to 60 × 60 × 10 wavelengths, involving surface samples with significant height variations. Furthermore, we propose a system for efficiently computing BRDF values for large numbers of incident and outgoing directions, by combining small simulations to characterize larger areas.
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Image Gallery
BRDF lobes computed for six different rough surfaces. Five incident directions were featured for each surface and five BRDF computation methods, including our full-wave simulation, were used. Click on each surface to view the colorful BRDF plots!
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