 | [TOC] Chapter 14: Light Transport II: Volume Rendering |  |
Volume rendering focuses on simulating the interaction of light within participating media, such as fog, smoke, clouds, or other translucent materials, where light scatters, absorbs, or emits. In this part of ray tracing, we expand from surface reflection to include light transport through volumes.
This chapter discusses the equation of transfer, sampling volume scattering, volumetric light transport, and methods for subsurface scattering using diffusion equations.
 | The Equation of Transfer |  |
The Radiative Transfer Equation (RTE) governs how light interacts with a participating medium (volumes like fog, smoke, etc.). This equation accounts for absorption, emission, and scattering of light within the medium. The RTE is defined as:
\[
\frac{dL(x, \omega)}{ds} = -\sigma_a(x) L(x, \omega) + \sigma_s(x) \int_{\Omega} f_s(\omega', \omega) L(x, \omega') d\omega' + q(x, \omega)
\]
where:
\( L(x, \omega) \) is the radiance at position \(x\) in direction \( \omega \),
\( \sigma_a(x) \) is the absorption coefficient, which describes how much light is absorbed,
\( \sigma_s(x) \) is the scattering coefficient, which describes how much light is scattered in the medium,
\( f_s(\omega', \omega) \) is the phase function, describing how light is scattered from direction \( \omega' \) to \( \omega \),
\( q(x, \omega) \) is the emission term (light emitted by the medium).
This equation integrates light's interaction with the volume as it travels through, and it's typically solved using numerical methods like Monte Carlo integration or ray marching.
Example: Numerical Approximation of RTE Using Ray Marching
In a simple volume renderer, we can approximate the radiative transfer equation by marching along the ray through the medium and accumulating the absorption and scattering effects:
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