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In lighting design, backlighting is the process of illuminating the subject from the back. In other words, the lighting instrument and the viewer face each other, with the subject in between. This creates a glowing effect on the edges of the subject, [1] while other areas are darker. The backlight can be a natural or artificial source of light.
The addition of a fourth light, the background light, makes for a four-point lighting setup. The background light is placed behind the subject(s), on a high grid, or low to the ground. Unlike the other three lights, which illuminate foreground elements like actors and props, it illuminates background elements, such as walls or outdoor scenery.
A background light is used to illuminate the background area of a set. The background light will also provide separation between the subject and the background. [1] Many lighting setups follow a three-point lighting or four-point lighting setup. Four-point lighting is the same as three-point lighting with the addition of a background light. [2]
The intense currents of a lightning discharge create a fleeting but very strong magnetic field. Where the lightning current path passes through rock, soil, or metal these materials can become permanently magnetized. This effect is known as lightning-induced remanent magnetism, or LIRM.
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.
The Hawthorne effect is a type of human behavior reactivity in which individuals modify an aspect of their behavior in response to their awareness of being observed. [1] [2] The effect was discovered in the context of research conducted at the Hawthorne Western Electric plant; however, some scholars think the descriptions are fictitious.
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.
A common artificial lighting strategy that creates an overall appearance similar to natural fill places the fill light on the lens axis so that it will appear to cast few if any shadows from the point of view of the camera, which allows the key light that overlaps it to create the illusion of 3D in a 2D photo with the same single-source ...