Rendering Heterogeneous Polydisperse Granular Media

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Solution Overview

Problem

Current computer rendering techniques struggle to efficiently simulate the visual appearance of heterogeneous polydisperse granular media, such as sand or snow, due to the high computational cost of simulating high-order scattering and the difficulty in approximating fine-scale details without losing visual quality.

Innovation Solution

A multi-scale rendering approach using explicit path tracing, proxy path tracing, shell tracing, and volumetric path tracing, which aggregates grain interactions into shell transport functions and uses precomputed grain scattering distribution functions to accelerate the rendering process while maintaining visual quality.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If brute-force path tracing is used to simulate high-order scattering in granular media, then visual quality is preserved, but computational cost becomes prohibitively expensive

Engineering Contradiction:
Improvevisual qualityVSAvoidcomputational efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent segments the granular medium into discrete grains with individual geometric models, allowing selective simulation approaches. Each grain can be processed differently based on its contribution to the final image, enabling efficient approximation of high-order scattering while preserving visual quality where needed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent precomputes light transport properties for individual grains and stores them in lookup tables. This preliminary computation allows the rendering system to quickly retrieve and combine precomputed data during actual rendering, avoiding expensive real-time simulation of high-order scattering while maintaining visual fidelity.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If individual grain interactions are simulated in detail, then fine-scale visual details are preserved, but rendering time increases significantly

Engineering Contradiction:
Improvefine-scale visual detailVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies different levels of simulation detail to different regions and grains based on their visual importance. Grains that contribute significantly to fine-scale details (such as those near the camera or in well-lit areas) receive detailed simulation, while less important grains use approximations, optimizing the balance between detail and rendering time.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent simulates only the necessary portion of grain interactions required to achieve visual quality. Instead of tracing all possible light paths through every grain, the system selectively traces paths that contribute to visible details, using importance sampling and other techniques to focus computational effort where it matters most.

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If aggregate approximation is used for granular materials, then computational cost is reduced, but salient fine-scale details are eliminated

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidfine-scale detail preservation
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent combines aggregate approximation techniques with individual grain simulation. The overall granular material is treated as an aggregate with effective optical properties for bulk behavior, while individual grains are simulated separately to capture fine-scale details. This hybrid approach merges the efficiency of aggregate methods with the detail preservation of individual grain modeling.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent transitions between different levels of representation, moving from individual grain geometry to aggregate material properties and back again. By changing the dimension of analysis (from micro-scale grain geometry to macro-scale material behavior), the system can efficiently compute overall appearance while selectively preserving fine-scale details where needed.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This method significantly reduces computational costs while preserving visual quality, enabling efficient rendering of complex granular media by aggregating interactions and using precomputed functions to simulate light transport in heterogeneous mixtures.

Implementation Method 1

high-order scattering in which light can scatter hundreds or even thousands of times in the material

Methodology Applied
Scientific EffectLight scattering: Scattering

Implementation Method 2

high-frequency low-order transport of light rays through individual grains

Methodology Applied
Scientific EffectLight transport: Refraction

Data Source

PatentUS10169910B2Efficient rendering of heterogeneous polydisperse granular media
Publication Date: 2019.01.01 DISNEY ENTERPRISES INC
  • US10169910B2 patent drawing
  • US10169910B2 patent drawing
  • US10169910B2 patent drawing

AI summary

The disclosure provides an approach for rendering heterogeneous polydisperse granular media. In one aspect, a rendering application renders such granular media using a combination of explicit path tracing and accelerated path construction using proxy path tracing, shell tracing, and volumetric path tracing. In proxy path tracing in particular, the rendering application instantiates proxy geometry in the form of a bounding sphere and determines internal scattering in the grain using a precomputed grain scattering distribution function that relates incident and outgoing radiance functions on the bounding sphere. In shell tracing, the rendering application uses shells to aggregate many grain interactions into a single step. The rendering application derives a continuous liquid/volume equivalent to the granular material based on the material's optical properties and selects a precomputed shell transport function (STF) to use from a database by interpolating nearby database entries using radiative transfer equation (RTE) parameters at the shell's center.