Francisco J. Serón

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Rendering participating media is important for a number of domains, ranging from commercial applications (entertainment, virtual reality) to simulation systems (driving, flying, and space simulators) and safety analyses (driving conditions, sign visibility). This article surveys global illumination algorithms for environments including participating media.(More)
This paper describes a novel extension of the photon mapping algorithm, capable of handling both volume multiple inelastic scattering and curved light paths simultaneously. The extension is based on the Full Radiative Transfer Equation (FRTE) and Fermat's law, and yields physically accurate, high-dynamic data than can be used for image generation or for(More)
This paper presents a physically based simulation of atmospheric phenomena. It takes into account the physics of non-homogeneous media in which the index of refraction varies continuously, creating curved light paths. As opposed to previous research on this area, we solve the physically based differential equation that describes the trajectory of light. We(More)
The phenomenon of birefringence may be observed when light arrives at an anisotropic crystal surface and refracts through it, causing the incident light ray to split into two rays; these become polarized in mutually orthogonal directions, and two images are formed. The principal goal of this paper is the study of the directional issues involved in the(More)
In this paper, it is described a method of curved ray tracing capable of depicting phenomena that arise, under certain conditions, when light propagates through an inhomogeneous atmosphere. As an example application the distortions in the spherical shape of the sun during sunsets are modelled, including split suns, flattened suns and double suns.(More)
Simulating the in-water ocean light field is a daunting task. Ocean waters are one of the richest participating media, where light interacts not only with water molecules, but with suspended particles and organic matter as well. The concentration of each constituent greatly affects these interactions, resulting in very different hues. Inelastic scattering(More)
In this article, we derive a physically-based model for simulating rainbows. Previous techniques for simulating rainbows have used either geometric optics (ray tracing) or Lorenz-Mie theory. Lorenz-Mie theory is by far the most accurate technique as it takes into account optical effects such as dispersion, polarization, interference, and diffraction. These(More)
Motion blur is a fundamental cue in the perception of objects in motion. This phenomenon manifests as a visible trail along the trajectory of the object and is the result of the combination of relative motion and light integration taking place in film and electronic cameras. In this work, we analyse the mechanisms that produce motion blur in recording(More)
The main task of a computer animator is to make the objects of a purely synthetic 3D world move realistically. The great number of computer animation techniques that already exist and the new ones that are continuously appearing, are the result of a multidisciplinary exchange of ideas. Our main goal has been to provide a classification of computer animation(More)