Proposal: volumetric scattering #418

Description

@MMoscheni

Dear Raysect team,

currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

Quoting the wise strategy suggested by @vsnever (from this issue):

  • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

What do you think? Thank you!
Cheers,
Matteo

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
       blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
      }
      } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      
      Skip to content

      Proposal: volumetric scattering #418

      Description

      @MMoscheni

      Dear Raysect team,

      currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

      Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

      Quoting the wise strategy suggested by @vsnever (from this issue):

      • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

      What do you think? Thank you!
      Cheers,
      Matteo

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          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
          Skip to content

          Proposal: volumetric scattering #418

          Description

          @MMoscheni

          Dear Raysect team,

          currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

          Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

          Quoting the wise strategy suggested by @vsnever (from this issue):

          • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

          What do you think? Thank you!
          Cheers,
          Matteo

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              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              Proposal: volumetric scattering #418

              Description

              @MMoscheni

              Dear Raysect team,

              currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

              Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

              Quoting the wise strategy suggested by @vsnever (from this issue):

              • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

              What do you think? Thank you!
              Cheers,
              Matteo

              Activity

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                  , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
                  Skip to content

                  Proposal: volumetric scattering #418

                  Description

                  @MMoscheni

                  Dear Raysect team,

                  currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

                  Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

                  Quoting the wise strategy suggested by @vsnever (from this issue):

                  • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

                  What do you think? Thank you!
                  Cheers,
                  Matteo

                  Activity

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                      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                      Skip to content

                      Proposal: volumetric scattering #418

                      Description

                      @MMoscheni

                      Dear Raysect team,

                      currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

                      Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

                      Quoting the wise strategy suggested by @vsnever (from this issue):

                      • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

                      What do you think? Thank you!
                      Cheers,
                      Matteo

                      Activity

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                          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                          Skip to content

                          Proposal: volumetric scattering #418

                          Description

                          @MMoscheni

                          Dear Raysect team,

                          currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

                          Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

                          Quoting the wise strategy suggested by @vsnever (from this issue):

                          • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

                          What do you think? Thank you!
                          Cheers,
                          Matteo

                          Activity

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                              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                              Skip to content

                              Proposal: volumetric scattering #418

                              Description

                              @MMoscheni

                              Dear Raysect team,

                              currently rays fired by observers are of rectilinear trajectory, which could potentially be reflected/scattered by material surfaces (call it "superficial scattering").

                              Adding "volumetric scattering", i.e. simulating non-rectilinear ray trajectories within the volume of a material, could potentially be interesting. The scattering probability would generally depend on local material properties, specified by the user via a scattering_function_3d(). If material properties vary in space, then relying on adaptive integration (see this issue) would be a necessary conditon.

                              Quoting the wise strategy suggested by @vsnever (from this issue):

                              • Scattering changes the ray's direction. Therefore, the point at which the ray leaves the volume of the primitive is not known prior to scattering simulation. To be consistent with the rest of the Raysect API, this feature must be implemented in the evaluate_surface() method of the NullVolume material. However, the implementation will be tricky, because in addition to tracing the world, each daughter ray should be the subject of this Monte-Carlo scattering simulation inside the primitive, until the last of the spawned rays leaves it at some point.

                              What do you think? Thank you!
                              Cheers,
                              Matteo

                              Activity

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