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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.
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 ...
Ray tracing solves this problem by reversing the process, instead sending view rays from the observer and calculating how they interact until they reach a light source. [24] Although this way more effectively uses processing time and produces a light simulation closely imitating natural lighting, ray tracing still has high computation costs due ...
A light ray is a line (straight or curved) that is perpendicular to the light's wavefronts; its tangent is collinear with the wave vector. Light rays in homogeneous media are straight. They bend at the interface between two dissimilar media and may be curved in a medium in which the refractive index changes.
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 ...
Geometrical optics, or ray optics, is a model of optics that describes light propagation in terms of rays. The ray in geometrical optics is an abstraction useful for approximating the paths along which light propagates under certain circumstances. The simplifying assumptions of geometrical optics include that light rays:
This method, called ray casting, was important in early computer graphics, and is a fundamental building block for more advanced algorithms. Ray casting can be used to render shapes defined by constructive solid geometry (CSG) operations. [28]: 8-9 [45]: 246–249 Early ray casting experiments include the work of Arthur Appel in the 1960s.
Many ways to estimate the diameter of the focused spot due to spherical aberration are based on ray optics. Ray optics, however, does not consider that light is an electromagnetic wave. Therefore, the results can be wrong due to interference effects arisen from the wave nature of light.