Sergey Ershov
Keldysh Institute of Applied Mathematics
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Featured researches published by Sergey Ershov.
Computer Graphics Forum | 2001
Sergey Ershov; Konstantin Kolchin; Karol Myszkowski
We describe a new approach to modelling pearlescent paints based on decomposing paint layers into stacks of imaginary thin sublayers. The sublayers are chosen so thin that multiple scattering can be considered across different sublayers, while it can be neglected within each of the sublayers. Based on this assumption, an efficient recursive procedure of assembling the layers is developed, which enables to compute the paint BRDF at interactive speeds. Since the proposed paint model connects fundamental optical properties of multi‐layer pearlescent and metallic paints with their microscopic structure, interactive prediction of the paint appearance based on its composition becomes possible.
The Visual Computer | 2004
Sergey Ershov; Roman Ďurikovič; Konstantin Kolchin; Karol Myszkowski
We propose a new approach to interactive design of metallic and pearlescent coatings, such as automotive paints and plastic finishes of electronic appliances. This approach includes solving the inverse problem, that is, finding pigment composition of a paint from its bidirectional reflectance distribution function (BRDF) based on a simple paint model. The inverse problem is solved by two consecutive optimizations calculated in real-time on a contemporary PC. Such reverse engineering can serve as a starting point for subsequent design of new paints in terms of appearance attributes that are directly connected to the physical parameters of our model. This allows the user to have a paint composition in parallel with the appearance being designed.
Geophysical and Astrophysical Fluid Dynamics | 1989
Sergey Ershov; George G. Malinetskii; A. A. Ruzmaikin
Abstract A generalized two-disk dynamo model is considered that includes mechanical friction; this model is intended to simulate in its broad character the behavior of the geodynamo. Fixed points, limit cycles and chaotic attractors are located for different input parameters of the model. The chaotic regimes are of several kinds as are the “routes to chaos”. Several approximate models, helpful for studying the dynamo are discussed. A number of essential differences from the well-known Rikitake dynamo are demonstrated.
eurographics | 2002
Roman Durikovic; Konstantin Kolchin; Sergey Ershov
We present several methods for simulation of Japanese lacquer ware, a prominent Far East Asian handicraft art. We consider two most popular kinds of Japanese lacquer ware made by the makie and nashiji techniques. For rendering makie, we propose a method for preparing RGBA textures from digital photos of art items. The alpha channels of these textures control the weight with which color channels are blended with the measured biderectional reflectance distribution function (BRDF) of a metallic finish. Both ray tracing and hardware based rendering are demonstrated. In the latter case, we show how the calculation of a sphere map texture used for BRDF visualization can be accelerated using a special coordinate system for tabulated BRDF. The depth effect manifested by nashiji lacquer is simulated by the explicit modeling of metal platelets immersed in absorptive material.
Programming and Computer Software | 2015
Dmitry Zhdanov; A. A. Garbul; Igor S. Potemin; Alexey G. Voloboy; Vladimir A. Galaktionov; Sergey Ershov; V. G. Sokolov
This paper is devoted to the development of physically correct rendering model of scenes containing volume scattering objects. The solution of the rendering equation is based on the Monte-Carlo bidirectional ray tracing. Two efficient approaches to the solution of the rendering equation for different parameters of the volume scattering medium (typically, concentration of scattering particles) are developed. Examples illustrate how the proposed models can be used for photorealistic visualization of scenes containing volume scattering objects and for the simulation of illuminators based on the volume scattering effect. Possible limitations of the application field of the proposed models are considered.
Illumination Optics V | 2018
Igor S. Potemin; Dmitry Zhdanov; Sergey Ershov; Vladimir A. Galaktionov; Nikolay Bogdanov
A physically accurate description of the optical properties of surfaces is the one of the most important requirements in optical simulation for both imaging and non-imaging optics. Uncertainty in the specification of the optical properties might influence the simulation image or the spatial distribution of radiation in optical system. One of the ways of describing the optical properties is using the Bidirectional Scattering Distribution Function (BSDF). As a rule, BSDF is measured by goniospectrophotometers, but sometimes it is not possible to perform such measurements. In some cases, the measurement should be done inside the material, but it is impossible to measure BSDF of the boundary there. One of the possible solutions is to measure the microrelief heights distribution by profile measurement machine or atomic force microscope and assign measured data for given model. But, not every optical design software solution has the ability to specify microrelief directly, while majority of them just have the ability to specify BSDF. In this article, authors show methods of BSDFs generation from measurements of the real microrelief in the form of spatial distribution of heights.
Computational Optics II | 2018
Igor S. Potemin; Dmitry Zhdanov; Sergey Ershov; L. Z. Shapiro; V. G. Sokolov; Alexey G. Voloboy; Vladimir A. Galaktionov
We describe an algorithm of tracing a backward (from camera) ray in a scene which contains birefrigent (uniaxial) media. The physics of scattering of an electromagnetic wave by a boundary between two media is well known and is a base for ray tracing algorithms; but processing of a backward ray differs from scattering of a “natural” forward ray. Say, when a backward ray refracts by a boundary, besides the energy transfer coefficient like for a forward ray one must account for the luminance change due to beam divergence. We calculate this factor and prove it must be evaluated only for the first and the last media along the ray path while the contributions from the intermediate media mutually cancel. In this paper we present a closed numerical method that allows to perform transformation of a backward ray on a boundary between two media either of which can be birefrigent. We hope it is more convenient and ready for usage in ray tracing engines that known publications. Calculation utilizes Helmholtz reciprocity to calculate directions of scattered rays and their polarization (i.e. Mueller matrices) which is advantageous over a straightforward “reverse” of forward ray transformation. The algorithm was integrated in the lighting simulation system Lumicept and allowed for an efficient calculation of images of scenes with crystal elements.
Archive | 1999
Sergey Ershov; Andrei B. Khodulev; Konstantin Kolchin
Archive | 2004
Alexei Ignatenko; Ildar Valiev; Kirill Dmitriev; Boris Barladian; Sergey Ershov; Alexei Voloboy; Vladimir A. Galaktionov
Optical Review | 2013
Dmitry Zhdanov; Sergey Ershov; Sergey Pozdnyakov; Igor S. Potemin; Takashi Hyodo; Alexey G. Voloboy; Vladimir A. Galaktionov