Simulation of Light Scattering in Automotive Paints: Role of Particle Size

被引:0
|
作者
Ershov, Sergey [1 ]
Voloboy, Alexey [1 ]
Galaktionov, Vladimir [1 ]
机构
[1] RAS, Keldysh Inst Appl Math, Moscow 125047, Russia
关键词
light scattering; dispersed medium; lighting simulation; paint realistic rendering; BRDF; RADIATIVE-TRANSFER; EXTINCTION;
D O I
10.3390/math11112429
中图分类号
O1 [数学];
学科分类号
0701 ; 070101 ;
摘要
Nowadays, computer simulation is being used to develop new materials. Many of them are dispersed media (e.g., paints, and 3D printer inks). Modern automotive paints are of great interest in research works. They contain colorant particles and thin flat metallic or pearlescent flakes distributed in a clear varnish. There are two main approaches to simulation of light scattering in a dispersed media. The first one is based on the continuous medium model. This model is faster but less accurate. The second approach is the simulation of light propagation through an ensemble of paint flakes and particles represented as an explicit geometry. This model correctly calculates light scattering but is rather time-consuming. In our study, we investigated the dependence of the painted surface luminance on particle size and compared both the approaches. We prove that the effect of coarse particles can emerge even in a model where positions of these particles are not correlated; this is different from the mainstream studies which have only concentrated on the role of these correlations. Then, we suggest a semi-analytical model of dependence on particle size. This model not only allows to more accurately simulate visual appearance but also admits intuitive comprehension of how it is affected by various medium parameters. In case of the divergence between the results of LTE and accurate approaches, we propose a simple approximation that allows to improve the accuracy of the LTE results for coarse particles.
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页数:19
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