I have some material which I want to represent as a collection of spheres (atoms) and a particle of light (photon). I'm firing this particle and checking for the collision against atoms. What should happen if collision occurs? I see two possible solutions:
- Light particle can be either absorbed or reflected, depends on some probability.
- Light particle reflected, but loses some part of it's energy. When the energy is zero, particle is absorbed.
Update: I want to see the general behavior of the particle. The particle itself I want to simulate as a ray. Also I want to simulate a variety of materials - I think small spheres placed near each other can lead to specular material. Big spheres placed far from each other can lead to Lambertian material and subsurface scattering. The light transport is nor stochastic nor full valuated - a ray after collision will reflect correctly, not randomly. In the end I want to see the number of photons reflected, transmitted, scattered and their direction.
– Fabrice NEYRET Nov 06 '15 at 15:45What kind of material you aim at (basic Lambertian, or mirror specular + glossy specular + multi-transparent layers + diffuse + subsurface scattering ?)
What paradigm of "light particule" you want to stick with (monochromatic photons, polychromatic photons, chuck of light ray)
What paradigm of "light transport algorithm" you want to stick with (from pure stochastic with each basic behavior in 0/1, to full valuated).