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The opaque projector, or episcope is a device which displays opaque materials by shining a bright lamp onto the object from above. The episcope must be distinguished from the diascope , which is a projector used for projecting images of transparent objects (such as films), and from the epidiascope , which is capable of projecting images of both ...
Ray tracing solves this problem by reversing the process, instead sending view rays from the observer and calculating how they interact until they reach a light source. [24] Although this way more effectively uses processing time and produces a light simulation closely imitating natural lighting, ray tracing still has high computation costs due ...
Bloom in digital cameras is caused by an overflow of charge in the photodiodes, which are the light-sensitive elements in the camera's image sensor. [3] When a photodiode is exposed to a very bright light source, the accumulated charge can spill over into adjacent pixels, creating a halo effect. This is known as "charge bleeding."
Comparison of accurate reflections computed with path tracing (left), approximate reflections with environment mapping (middle), and screen space reflections (right) For rendering environment reflections there exist many techniques that differ in precision, computational and implementation complexity. Combination of these techniques are also ...
This recursive ray tracing of reflective colored spheres on a white surface demonstrates the effects of shallow depth of field, "area" light sources, and diffuse interreflection. (c. 2008) In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.
The original light tracing and backwards path tracing algorithms are both special cases of these strategies. For light tracing, it is connecting the vertices of the camera path directly to the first vertex of the light path. For backwards path tracing, it is connecting the vertices of the light path to the first vertex of the camera path. In ...
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They are usually flat, without information about the light's direction, whilst some game engines use multiple lightmaps to provide approximate directional information to combine with normal-maps. Lightmaps may also store separate precalculated components of lighting information for semi-dynamic lighting with shaders, such as ambient-occlusion ...
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