
arXiv: 2010.03927
Light scattering from self-affine homogeneous isotropic random rough surfaces is studied using the ray-optics approximation. Numerical methods are developed to accelerate the first-order scattering simulations from surfaces represented as single-connected single-valued random fields, and to store the results of the simulations into a numerical reflectance model. Horizon mapping and marching methods are developed to accelerate the simulation. Emphasis is given to the geometric shadowing and masking effects as a function of surface roughness, especially, to the azimuthal rough-surface shadowing effect.
Published in JQSRT 106 (2007)
Earth and Planetary Astrophysics (astro-ph.EP), FOS: Physical sciences, Physics - Optics, Astrophysics - Earth and Planetary Astrophysics, Optics (physics.optics)
Earth and Planetary Astrophysics (astro-ph.EP), FOS: Physical sciences, Physics - Optics, Astrophysics - Earth and Planetary Astrophysics, Optics (physics.optics)
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