Three scenarios are shown that violate common simplifying assumptions
about the nature of light transport. First, we demonstrate that by
embedding a 3D scanning setup in a participating (fluorescent) medium,
objects made from a wide range of materials can be acquired, including
glass. Further investigating the phenomenon of fluorescence itself, we
provide a setup and an efficient measurement strategy to acquire the
characteristic wavelength-shifting reflectance of fluorescent surfaces.
Finally, we envision a computer display that shows materials instead of
colours, and present a prototypical device that can exhibit anisotropic
reflectance distributions similar to common models in computer graphics.