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![]() | Ray tracing modeling and inversion of light intensity under a water surface | ![]() |
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For a point source, I start by computing the incident ray on each refraction point on the surface. Snell's law can be used in the plane containing both
and
to find the refracted ray
into the water. First, however, the incident ray must be checked to insure that it is not coming from below the surface. This occurs when the source is located very close to the surface creating shadow zones behind high water ripples where there are no rays incident on the surface. Figure 3 shows the refraction of rays into water as well as some shadow zones.
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fig-snells3d
Figure 3. 3D ray tracing simulation with a point source. [ER] |
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As mentioned earlier, I use the exploding surface concept for the diffuse-to-specular mechanism of light transport through the surface. This concept is analogous to the exploding reflector concept that Claerbout (1985) uses as an introductory model for imaging. The refracted ray from each point on the exploding surface travels in the same direction as the surface normal at that point; i.e.
. This is an easier approach to the modeling than working with a point source, but it is less accurate.
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![]() | Ray tracing modeling and inversion of light intensity under a water surface | ![]() |
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