some documentation improvements

metadata
Wenzel Jakob 2012-12-10 15:27:43 -05:00
parent 87d3f207ae
commit c21e804747
2 changed files with 17 additions and 10 deletions

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\subsection{Subsurface scattering models}
\label{sec:subsurface}
There are two ways of simulating subsurface scattering within Mitsuba:
participating media and subsurface scattering models. The latter are described
in this section and can be thought of as a first-order approximation of the
former. For this reason, subsurface scattering models should be preferred when
visually appealing output should be generated quickly and the demands on
physical realism are secondary.
participating media and subsurface scattering models.
\begin{description}
\item[Subsurface scattering models:] Described in this section. These can be thought
of as a first-order approximation of what happens inside a participating medium.
They are preferable when visually appealing output should be generated
\emph{quickly} and the demands on accuracy are secondary.
At the moment, there is only one subsurface scattering model (the
\pluginref{dipole}), which is described on the next page.
\item[Participating media:] Described in Section~\ref{sec:media}. When modeling
subsurface scattering using a participating medium, Mitsuba performs a \emph{full}
radiative transport simulation, which correctly accounts for all scattering events.
This is more accurate but generally significantly slower.
\end{description}
At the moment, there is only one subsurface scattering model (the
\pluginref{dipole}), which is described on the next page.

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@ -208,9 +208,9 @@ static int irrOctreeIndex = 0;
* rendered using diffusion theory and radiative transport, respectively.
* The former produces an incorrect result, since the assumption of
* many scattering events breaks down.
* \textbf{(c)}: When the number of irradiance samples is too low, the
* resulting noise becomes visible as ``blotchy'' artifacts in the
* rendering.}
* \textbf{(c)}: When the number of irradiance samples is too low when rendering
* with the dipole model, the resulting noise becomes visible as ``blotchy'' artifacts
* in the rendering.}
* }
*
* \subsubsection*{Typical material setup}