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4 May 2006 Fast Monte Carlo full spectrum scene simulation
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This paper discusses the formulation and implementation of an acceleration approach for the MCScene code, a high fidelity model for full optical spectrum (UV to LWIR) hyperspectral image (HSI) simulation. The MCScene simulation is based on a Direct Simulation Monte Carlo approach for modeling 3D atmospheric radiative transport, as well as spatially inhomogeneous surfaces including surface BRDF effects. The model includes treatment of land and ocean surfaces, 3D terrain, 3D surface objects, and effects of finite clouds with surface shadowing. This paper will review an acceleration algorithm that exploits spectral redundancies in hyperspectral images. In this algorithm, the full scene is determined for a subset of spectral channels, and then this multispectral scene is unmixed into spectral end members and end member abundance maps. Next, pure end member pixels are determined at their full hyperspectral resolution, and the full hyperspectral scene is reconstructed from the hyperspectral end member spectra and the multispectral abundance maps. This algorithm effectively performs a hyperspectral simulation while requiring only the computational time of a multispectral simulation. The acceleration algorithm will be demonstrated, and errors associated with the algorithm will be analyzed.
© (2006) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Steven Richtsmeier, Robert Sundberg, Raymond Haren, and Frank O. Clark "Fast Monte Carlo full spectrum scene simulation", Proc. SPIE 6233, Algorithms and Technologies for Multispectral, Hyperspectral, and Ultraspectral Imagery XII, 62331Z (4 May 2006);


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