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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@ -2,11 +2,18 @@
\subsection{Subsurface scattering models} \subsection{Subsurface scattering models}
\label{sec:subsurface} \label{sec:subsurface}
There are two ways of simulating subsurface scattering within Mitsuba: There are two ways of simulating subsurface scattering within Mitsuba:
participating media and subsurface scattering models. The latter are described participating media and subsurface scattering models.
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 \begin{description}
visually appealing output should be generated quickly and the demands on \item[Subsurface scattering models:] Described in this section. These can be thought
physical realism are secondary. 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. * rendered using diffusion theory and radiative transport, respectively.
* The former produces an incorrect result, since the assumption of * The former produces an incorrect result, since the assumption of
* many scattering events breaks down. * many scattering events breaks down.
* \textbf{(c)}: When the number of irradiance samples is too low, the * \textbf{(c)}: When the number of irradiance samples is too low when rendering
* resulting noise becomes visible as ``blotchy'' artifacts in the * with the dipole model, the resulting noise becomes visible as ``blotchy'' artifacts
* rendering.} * in the rendering.}
* } * }
* *
* \subsubsection*{Typical material setup} * \subsubsection*{Typical material setup}