Modern cosmology predicts that matter in our Universe has assembled today into a vast network of filamentary structures colloquially termed the Cosmic Web. Because this matter is either electromagnetically invisible (i.e., dark) or too diffuse to image in emission, tests of this cosmic web paradigm are limited. Wide-field surveys do reveal web-like structures in the galaxy distribution, but these luminous galaxies represent less than 10% of baryonic matter. Statistics of absorption by the intergalactic medium (IGM) via spectroscopy of distant quasars support the model yet have not conclusively tied the diffuse IGM to the web. Here, we report on a new method inspired by the Physarum polycephalum slime mold that is able to infer the density field of the Cosmic Web from galaxy surveys. Applying our technique to galaxy and absorption-line surveys of the local Universe, we demonstrate that the bulk of the IGM indeed resides in the Cosmic Web. From the outskirts of Cosmic Web filaments, at approximately the cosmic mean matter density (ρ m ) and ∼ 5 virial radii from nearby galaxies, we detect an increasing H i absorption signature towards higher densities and the circumgalactic medium, to ∼ 200ρ m . However, the absorption is suppressed within the densest environments, suggesting shock-heating and ionization deep within filaments and/or feedback processes within galaxies.
Figure 1: Sampling quality for the KITCHENETTE scene containing numerous anisotropic BRDFs. Our product sampling produces a visibly smoother image compared to Vorba et al. [VKŠ * 14] at 512 samples per pixel.
Fig. 1. A still life photograph of our optimized printouts. The thickness of all the pictured samples is 1 cm.Color texture reproduction in 3D printing commonly ignores volumetric light transport (cross-talk) between surface points on a 3D print. Such light di usion leads to signi cant blur of details and color bleeding, and is particularly severe for highly translucent resin-based print materials. Given their widely varying scattering properties, this cross-talk between surface points strongly depends on the internal structure of the volume surrounding each surface point. Existing scattering-aware methods use simpli ed models for light di usion, and often accept the visual blur as an immutable property of the print medium. In contrast, our work counteracts heterogeneous scattering to obtain the impression of a crisp albedo texture on top of the 3D print, by optimizing for a fully volumetric material distribution that preserves the target appearance. Our method employs an e cient numerical optimizer on top of a general Monte-Carlo simulation of heterogeneous scattering, supported by a practical calibration procedure to obtain scattering parameters from a given set of printer materials. Despite the inherent translucency of the medium, we reproduce detailed surface textures on 3D prints. We evaluate our system using a commercial, ve-tone 3D print process and compare against the printer's native color texturing mode, demonstrating *Oskar Elek and Denis Sumin share the rst authorship of this work. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for pro t or commercial advantage and that copies bear this notice and the full citation on the rst page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior speci c permission and/or a fee. Request permissions from permissions@acm.org. © 2017 ACM. 0730-0301/2017/11-ART241 $15.00 DOI: 10.1145/3130800.3130890 that our method preserves high-frequency features well without having to compromise on color gamut.
Fast radio burst (FRB) 190608 was detected by the Australian Square Kilometre Array Pathfinder (ASKAP) and localized to a spiral galaxy at in the Sloan Digital Sky Survey (SDSS) footprint. The burst has a large dispersion measure ( ) compared to the expected cosmic average at its redshift. It also has a large rotation measure ( ) and scattering timescale (τ = 3.3 ms at 1.28 GHz). Chittidi et al. perform a detailed analysis of the ultraviolet and optical emission of the host galaxy and estimate the host DM contribution to be . This work complements theirs and reports the analysis of the optical data of galaxies in the foreground of FRB 190608 in order to explore their contributions to the FRB signal. Together, the two studies delineate an observationally driven, end-to-end study of matter distribution along an FRB sightline, the first study of its kind. Combining our Keck Cosmic Web Imager (KCWI) observations and public SDSS data, we estimate the expected cosmic dispersion measure along the sightline to FRB 190608. We first estimate the contribution of hot, ionized gas in intervening virialized halos ( ). Then, using the Monte Carlo Physarum Machine methodology, we produce a 3D map of ionized gas in cosmic web filaments and compute the DM contribution from matter outside halos ( ). This implies that a greater fraction of ionized gas along this sightline is extant outside virialized halos. We also investigate whether the intervening halos can account for the large FRB rotation measure and pulse width and conclude that it is implausible. Both the pulse broadening and the large Faraday rotation likely arise from the progenitor environment or the host galaxy.
The efficiency of Monte Carlo methods, commonly used to render participating media, is directly linked to the manner in which random sampling decisions are made during path construction. Notably, path construction is influenced by scattering direction and distance sampling, Russian roulette, and splitting strategies. We present a consistent suite of volumetric path construction techniques where all these sampling decisions are guided by a cached estimate of the adjoint transport solution . The proposed strategy is based on the theory of zero-variance path sampling schemes, accounting for the spatial and directional variation in volumetric transport. Our key technical contribution, enabling the use of this approach in the context of volume light transport, is a novel guiding strategy for sampling the particle collision distance proportionally to the product of transmittance and the adjoint transport solution (e.g., in-scattered radiance). Furthermore, scattering directions are likewise sampled according to the product of the phase function and the incident radiance estimate. Combined with guided Russian roulette and splitting strategies tailored to volumes, we demonstrate about an order-of-magnitude error reduction compared to standard unidirectional methods. Consequently, our approach can render scenes otherwise intractable for such methods, while still retaining their simplicity (compared to, e.g., bidirectional methods).
The proposed screen-space algorithm approximates light scattering in homogeneous participating environments, such as water. Instead of simulating full global illumination, this method models scattering by a physically based point spread function. A discrete hierarchical convolution in a texture MIP map makes the algorithm efficient, and a custom anisotropic incremental filter prevents illumination leaking.
Naïve (2 min.) Jittered (2 min.) Ours (2 min.) Reference (40 min.)Figure 1: Complex dispersive caustic rendered with spectral light tracing using 7 spectral bands. The naïve solution exhibits strong aliasing artifacts due to discrete sampling of the spectrum; stochastically jittering the spectral samples solves this problem, but the solution still contains significant chromatic noise. Our proposed spectral differentials allow us to efficiently reconstruct the solution, yielding an image visually identical to the reference (rendered with 35 spectral bands and 4 times more samples). AbstractLight refracted by a dispersive interface leads to beautifully colored patterns that can be rendered faithfully with spectral Monte-Carlo methods. Regrettably, results often suffer from chromatic noise or banding, requiring high sampling rates and large amounts of memory compared to renderers operating in some trichromatic color space. Addressing this issue, we introduce spectral ray differentials, which describe the change of light direction with respect to changes in the spectrum. In analogy with the classic ray and photon differentials, this information can be used for filtering in the spectral domain. Effectiveness of our approach is demonstrated by filtering for offline spectral light and path tracing as well as for an interactive GPU photon mapper based on splatting. Our results show considerably less chromatic noise and spatial aliasing while retaining good visual similarity to reference solutions with negligible overhead in the order of milliseconds.
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