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  2. Rendering equation - Wikipedia

    en.wikipedia.org/wiki/Rendering_equation

    The rendering equation describes the total amount of light emitted from a point x along a particular viewing direction, given a function for incoming light and a BRDF.. In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation.

  3. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map. Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or ...

  4. Ray tracing (physics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(physics)

    Ray tracing of a beam of light passing through a medium with changing refractive index.The ray is advanced by a small amount, and then the direction is re-calculated. Ray tracing works by assuming that the particle or wave can be modeled as a large number of very narrow beams (), and that there exists some distance, possibly very small, over which such a ray is locally straight.

  5. Ray tracing (graphics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(graphics)

    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.

  6. Ray (optics) - Wikipedia

    en.wikipedia.org/wiki/Ray_(optics)

    The principal ray or chief ray (sometimes known as the b ray) in an optical system is the meridional ray that starts at an edge of an object and passes through the center of the aperture stop. [ 5 ] [ 8 ] [ 7 ] The distance between the chief ray (or an extension of it for a virtual image) and the optical axis at an image location defines the ...

  7. Möller–Trumbore intersection algorithm - Wikipedia

    en.wikipedia.org/wiki/Möller–Trumbore...

    The only way that the ray will not intersect the plane is if the ray's direction vector is parallel to the plane. [3] When this happens, the dot product between the ray's direction vector and the plane's normal vector will be zero. Otherwise, the ray does intersect the plane somewhere, but not necessarily within the triangle.

  8. Snell's law - Wikipedia

    en.wikipedia.org/wiki/Snell's_law

    Refraction of light at the interface between two media of different refractive indices, with n 2 > n 1.Since the velocity is lower in the second medium (v 2 < v 1), the angle of refraction θ 2 is less than the angle of incidence θ 1; that is, the ray in the higher-index medium is closer to the normal.

  9. Geometrical optics - Wikipedia

    en.wikipedia.org/wiki/Geometrical_optics

    With such surfaces, the direction of the reflected ray is determined by the angle the incident ray makes with the surface normal, a line perpendicular to the surface at the point where the ray hits. The incident and reflected rays lie in a single plane, and the angle between the reflected ray and the surface normal is the same as that between ...