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Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources ...
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 ...
Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again. The light that is not absorbed by the material and bounced out through the surface again gives rise to a diffuse indirect reflection, which will illuminate the ...
The resolution is the area, in pixels, available for storing one or more surface's lightmaps. The number of individual surfaces that can fit on a lightmap is determined by the scale. Lower scale values mean higher quality and more space taken on a lightmap.
When laid flat, it may be called a light table. Generally, a lightbox uses light similar to daylight (5,000–6,000 kelvins (K)) and has uniform light strength on the glass pane. [3] In the form of vertical panels, they can also be found mounted on the walls of hospitals and medical offices to review X-ray images (X-ray illuminator). [4]
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 geometrical optics approximation.
It was created by Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, and Bennett Battaile at the Cornell University Program of Computer Graphics for their paper Modeling the Interaction of Light Between Diffuse Surfaces published and presented at SIGGRAPH'84. [2] [3] A physical model of the box is created and photographed with a CCD camera.
In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales.