Description: Rendering of clean transparent objects has been well studied in computer graphics. However, real-world transparent
objects are seldom clean—their surfaces have a variety of contaminants such as dust, dirt, and lipids. These
contaminants produce a number of complex volumetric scattering effects that must be taken into account when
creating photorealistic renderings. In this paper, we take a step toward modeling and rendering these effects. We
make the assumption that the contaminant is an optically thin layer and construct an analytic model following
results in radiative transport theory and computer graphics. Moreover, the spatial textures created by the different
types of contamination are also important in achieving visual realism. To this end, we measure the spatially
varying thicknesses and the scattering parameters of a number of glass panes with various types of dust, dirt, and
lipids. We also develop a simple interactive synthesis tool to create novel instances of the me
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dirty glass
...........\data.txt
...........\Debug
...........\.....\dirty glass.exe
...........\.....\dirty glass.ilk
...........\.....\dirty glass.pch
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...........\dirty glass.dsp
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...........\dirty glass.ncb
...........\dirty glass.opt
...........\dirty glass.plg
...........\evaluator.cpp
...........\pbrt_wrapper.cpp