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- A polished reflection is an undisturbed reflection, like a mirror or chrome surface. Blurry - A blurry reflection means that tiny random bumps on the surface of the material causes the reflection to be blurry. Metallic - A reflection is metallic if the highlights and reflections retain the color of the reflective object. Glossy
The term backscatter in photography refers to light from a flash,or strobe or video lights reflecting back from particles in the lens's field of view causing specks of light to appear in the photo. This gives rise to what are sometimes referred to as orb artifacts. Photographic backscatter can result from snowflakes, rain or mist, or airborne dust.
Minecraft is a sandbox video game that uses voxels to store terrain data, [17] but does not use voxel rendering techniques. Instead it uses polygon rendering to display each voxel as a cubic "block". [18] Moonglow Bay is a fishing role-playing video game, released in 2021 and developed by Bunnyhug, using voxel art style.
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.
In photography, backscatter (also called near-camera reflection [1]) is an optical phenomenon resulting in typically circular artifacts on an image, due to the camera's flash being reflected from unfocused motes of dust, water droplets, or other particles in the air or water.
Real-world subsurface scattering of light in a photograph of a human hand Computer-generated subsurface scattering in Blender. Subsurface scattering (SSS), also known as subsurface light transport (SSLT), [1] is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a ...
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 "Physically Based Shading". Many PBR pipelines aim to achieve photorealism.
Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models. HDRR was originally required to tone map the rendered image onto Standard Dynamic Range (SDR) displays, as the first HDR capable displays did not arrive until the 2010s. However if a ...