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Quantitative atmospheric rendering for real-time infrared scene simulation
Infrared Physics & Technology ( IF 3.1 ) Pub Date : 2020-12-31 , DOI: 10.1016/j.infrared.2020.103610
Xin Wu , Chi Zhang , Melin Huang , Chen Yang , Guopeng Ding

The radiation transfer of the Earth’s atmosphere is a complex progress, which involves electromagnetic propagation, thermodynamics, and molecular spectroscopy. Atmospheric effects on an infrared scene were presented as transmission, absorption, and scattering. Atmospheric rendering thus aims to visually display these effects of the radiation through the Earth’s atmosphere. In this paper, a quantitative atmospheric rendering method was proposed for real-time infrared scene simulation. By counting the selective absorption of water, carbon dioxide, and ozone on an infrared spectrum, transmittance was calculated using Lambert–Beer’s law, the steady-state path radiation was precomputed according to Kirchhoff’s law, and the Rayleigh and Mie scattering effects were calculated with GPU when an infrared scene was rendered in real-time. Simulations were conducted to verify the performance of the proposed method by comparing our results with those obtained from the MODTRAN program.



中文翻译:

用于实时红外场景模拟的定量大气渲染

地球大气的辐射传输是一个复杂的过程,涉及电磁传播,热力学和分子光谱学。红外场景的大气影响表现为透射,吸收和散射。因此,大气渲染的目的是在视觉上显示通过地球大气辐射的这些影响。本文提出了一种定量的大气渲染方法,用于实时红外场景仿真。通过对红外光谱中水,二氧化碳和臭氧的选择性吸收进行计数,使用兰伯特-比尔定律计算透射率,根据基尔霍夫定律预先计算稳态路径辐射,并通过以下公式计算瑞利和米氏散射效应:实时渲染红外场景时的GPU。

更新日期:2021-02-04
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