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http://hdl.handle.net/1942/13893
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DC Field | Value | Language |
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dc.contributor.advisor | BEKAERT, Philippe | - |
dc.contributor.author | CUYPERS, Tom | - |
dc.date.accessioned | 2012-08-27T11:40:50Z | - |
dc.date.available | 2012-08-27T11:40:50Z | - |
dc.date.issued | 2012 | - |
dc.identifier.uri | http://hdl.handle.net/1942/13893 | - |
dc.description.abstract | In this work an introduction to the Wigner Distribution function (WDF) is provided using geometric optics principles. The WDF provides a useful model of wave{ elds, allowing simulation of di raction and interference e ects. These Fourier optics concepts are explained to computer graphics researchers by clarifying the relationship between the WDF and position{ angle representations. A novel method for simulating wave e ects in graphics using ray{based renderers is presented with a new function: the Wave BSDF (Bidirectional Scattering Distribution Function). Re ections from neighboring surface patches represented by local BSDFs are mutually independent. However, in many surfaces with wavelength{scale micro structures, interference and di raction requires a joint analysis of re ected wave fronts from neighboring patches. A simple method is demonstrated to compute the BSDF for the entire micro structure, which can be used independently for each patch. This allows using traditional ray{based rendering pipelines to synthesize wave e ects. The Wigner Distribution Function is exploited to create transmissive, re ective, and emissive BSDFs for various di raction phenomena in a physically accurate way. In contrast to previous methods for computing interference, there is no need to explicitly keep track of the phase of wave by using a BSDF that includes positive as well as negative coe cients. These negative values, derived from the WDF allow creating destructive interference; however the rendered result will always end up with non{negative light intensities. The theory is described and compared in relation to well understood concepts in rendering and demonstrate a straightforward implementation. In conjunction with standard ray tracers, such as PBRT, wave e ects are demonstrated for a range of scenarios such as multi{bounce di raction materials, holograms, audio midair di raction and re ection of high frequency surfaces. We demonstrate its e ciency using modern graphics hardware, which allow for real{time rendering and is interesting for rapid prototyping of complex optical constructions. A discussion is provided about its validity in the near{ eld, far{ eld, and under the paraxial approximation. Finally, although the WDF representation contains negative values, an intuition is provided that any projection always yields a non-negative intensity value. | - |
dc.language.iso | en | - |
dc.title | A Geometric Optics Approach to Simulating Light Wave Phenomena in Computer Graphics | - |
dc.type | Theses and Dissertations | - |
local.format.pages | 124 | - |
local.bibliographicCitation.jcat | T1 | - |
local.type.refereed | Non-Refereed | - |
local.type.specified | Phd thesis | - |
dc.bibliographicCitation.oldjcat | D1 | - |
item.fulltext | With Fulltext | - |
item.accessRights | Open Access | - |
item.contributor | CUYPERS, Tom | - |
item.fullcitation | CUYPERS, Tom (2012) A Geometric Optics Approach to Simulating Light Wave Phenomena in Computer Graphics. | - |
Appears in Collections: | PhD theses Research publications |
Files in This Item:
File | Description | Size | Format | |
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phd Tom Cuypers.pdf | 68.87 MB | Adobe PDF | View/Open |
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