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We examine the implications of non-symmetric scattering for light
transport theory. We extend the work of Arvo et al. into a complete
framework for light, importance, and particle transport with
non-symmetric kernels. We show that physically valid scattering
models are not always symmetric, and derive the condition for
arbitrary models to obey Helmholtz reciprocity. By rewriting the
transport operators in terms of optical invariants, we obtain a new
framework where symmetry and reciprocity mean the same thing.
We also consider the practical consequences for global illumination
algorithms. The problem is that many implementations indirectly
assume symmetry, by using the same scattering rules for light and
importance, or particles and viewing rays. This can lead to incorrect
results for physically valid models. It can also cause different
rendering algorithms to converge to different solutions (whether the
model is physically valid or not), and it can cause shading artifacts.
If the non-symmetry is recognized and handled correctly, these
problems can easily be avoided.
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Last modified: June 11, 1996
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Abstract
Non-symmetric scattering is far more common in computer graphics than
is generally recognized, and can occur even when the underlying
scattering model is physically correct. For example, we show that
non-symmetry occurs whenever light is refracted, and also whenever
shading normals are used (e.g. due to interpolation of normals in a
triangle mesh, or bump mapping).
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