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Bloom lighting has been used in many games, modifications and game engines such as Quake Live, Cube 2: Sauerbraten and the Spring game engine. The effect was popular in 7th-generation games, [9] which were released from 2005 through to the early 2010s. Several games from the period have received criticism for overuse of the technique.
In volumetric lighting, the light cone emitted by a light source is modeled as a transparent object and considered as a container of a "volume". As a result, light has the capability to give the effect of passing through an actual three-dimensional aerosol (e.g. fog, dust, smoke, or steam) that is inside its volume, just like in the real world.
In computer graphics, the overall effect of a light source on an object is determined by the combination of the object's interactions with it usually described by at least three main components. [11] The three primary lighting components (and subsequent interaction types) are diffuse, ambient, and specular. [11] Decomposition of lighting ...
Lightning is a natural phenomenon formed by electrostatic discharges through the atmosphere between two electrically charged regions, either both in the atmosphere or one in the atmosphere and one on the ground, temporarily neutralizing these in a near-instantaneous release of an average of between 200 megajoules and 7 gigajoules of energy, depending on the type.
Lightning currents have a very fast rise time, on the order of 40 kA per microsecond. Hence, although lightning is a form of direct current, conductors of such currents exhibit marked skin effect as with an alternating current, causing most of the currents to flow through the outer surface of the conductor. [32]
Global illumination [1] (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the ...
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