A Radiative Transfer Framework for Spatially-Correlated Materials
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Abstract (arXiv)
We introduce a non-exponential radiative framework that takes into account the local spatial correlation of scattering particles in a medium. Most previous works in graphics have ignored this, assuming uncorrelated media with a uniform, random local distribution of particles. However, positive and negative correlation lead to slower- and faster-than-exponential attenuation respectively, which cannot be predicted by the Beer-Lambert law. As our results show, this has a major effect on extinction, and thus appearance. From recent advances in neutron transport, we first introduce our Extended Generalized Boltzmann Equation, and develop a general framework for light transport in correlated media. We lift the limitations of the original formulation, including an analysis of the boundary conditions, and present a model suitable for computer graphics, based on optical properties of the media and statistical distributions of scatterers. In addition, we present an analytic expression for transmittance in the case of positive correlation, and show how to incorporate it efficiently into a Monte Carlo renderer. We show results with a wide range of both positive and negative correlation, and demonstrate the differences compared to classic light transport.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). First posted on arXiv 7 May 2018.
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Citing papers per year: 2022: 2; 2023: 2; 2024: 2; 2025: 0; 2026: 1.
7 papers.
- 2024Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Mediacited by 37
- 2023Objects as volumes: A stochastic geometry view of opaque solidscited by 15
- 2022Deep Appearance Prefilteringcited by 4
- 2022A Learned Radiance-Field Representation for Complex Luminairescited by 3
- 2023Deep Dynamic Cloud Lightingcited by 3
- 2024Efficient Scene Appearance Aggregation for Level-of-Detail Renderingcited by 2
- 2026Generalized non-exponential Gaussian splattingcited by 0
- 2026Generalized non-exponential Gaussian splatting3 Mar 2026
- 2024Efficient Scene Appearance Aggregation for Level-of-Detail Rendering19 Aug 2024
- 2024Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media24 May 2024
- 2023Objects as volumes: A stochastic geometry view of opaque solids24 Dec 2023
- 2023Deep Dynamic Cloud Lighting18 Apr 2023
- 2022Deep Appearance Prefiltering8 Nov 2022
- 2022A Learned Radiance-Field Representation for Complex Luminaires11 Jul 2022