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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.
Photon mapping is another method that uses both light-based and eye-based ray tracing; in an initial pass, energetic photons are traced along rays from the light source so as to compute an estimate of radiant flux as a function of 3-dimensional space (the eponymous photon map itself). In a subsequent pass, rays are traced from the eye into the ...
Tracing rays starting at the light source can also be called particle tracing or light tracing, which avoids this ambiguity. [14]: 92 [41]: 4.5.4 Real-time rendering, including video game graphics, typically uses rasterization, but increasingly combines it with ray tracing and path tracing.
In optics, optical path length (OPL, denoted Λ in equations), also known as optical length or optical distance, is the length that light needs to travel through a vacuum to create the same phase difference as it would have when traveling through a given medium.
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.
Ray-cast image of idealized universal joint with shadow. Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the ...