some documentation improvements
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\subsection{Subsurface scattering models}
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\subsection{Subsurface scattering models}
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\label{sec:subsurface}
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\label{sec:subsurface}
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There are two ways of simulating subsurface scattering within Mitsuba:
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There are two ways of simulating subsurface scattering within Mitsuba:
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participating media and subsurface scattering models. The latter are described
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participating media and subsurface scattering models.
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in this section and can be thought of as a first-order approximation of the
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former. For this reason, subsurface scattering models should be preferred when
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\begin{description}
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visually appealing output should be generated quickly and the demands on
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\item[Subsurface scattering models:] Described in this section. These can be thought
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physical realism are secondary.
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of as a first-order approximation of what happens inside a participating medium.
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They are preferable when visually appealing output should be generated
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\emph{quickly} and the demands on accuracy are secondary.
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At the moment, there is only one subsurface scattering model (the
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\pluginref{dipole}), which is described on the next page.
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\item[Participating media:] Described in Section~\ref{sec:media}. When modeling
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subsurface scattering using a participating medium, Mitsuba performs a \emph{full}
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radiative transport simulation, which correctly accounts for all scattering events.
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This is more accurate but generally significantly slower.
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\end{description}
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At the moment, there is only one subsurface scattering model (the
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\pluginref{dipole}), which is described on the next page.
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@ -208,9 +208,9 @@ static int irrOctreeIndex = 0;
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* rendered using diffusion theory and radiative transport, respectively.
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* rendered using diffusion theory and radiative transport, respectively.
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* The former produces an incorrect result, since the assumption of
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* The former produces an incorrect result, since the assumption of
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* many scattering events breaks down.
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* many scattering events breaks down.
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* \textbf{(c)}: When the number of irradiance samples is too low, the
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* \textbf{(c)}: When the number of irradiance samples is too low when rendering
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* resulting noise becomes visible as ``blotchy'' artifacts in the
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* with the dipole model, the resulting noise becomes visible as ``blotchy'' artifacts
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* rendering.}
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* in the rendering.}
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* }
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* }
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*
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*
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* \subsubsection*{Typical material setup}
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* \subsubsection*{Typical material setup}
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