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Ray Tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling Light transport theory, light transport for use in a wide variety of Rendering (computer graphics), rendering algorithms for generating digital image, digital images. On a spectrum of Computation time, computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, #Recursive ray tracing algorithm, recursive ray tracing, Distributed ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as still computer-generated imagery, CGI images, and film and television visual effects (VFX), but was less suited to real-time computer graphics, real-time applications such as video games, where Frame rate, speed is critical in rendering each Film frame, frame. Since 2018, however, ...
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Path Tracing
Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') Raster graphics, images. This Ray_tracing_(graphics), ray tracing technique uses the Monte Carlo method to accurately model global illumination, simulate different surface characteristics, and capture a wide range of effects observable in a camera system, such as optical properties of lenses (e.g., depth of field and bokeh) or the impact of Shutter (photography), shutter speed (e.g., motion blur and Exposure_value, exposure). By incorporating Physically_based_rendering, physically accurate materials and Light_transport_theory, light transport models, it can produce Photorealism, photorealistic results but requires significant computational power. Performance is often constrained by Video random-access memory, VRAM/Random-access memory, RAM ...
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Recursive Raytrace Of A Sphere
Recursion occurs when the definition of a concept or process depends on a simpler or previous version of itself. Recursion is used in a variety of disciplines ranging from linguistics to logic. The most common application of recursion is in mathematics and computer science, where a function being defined is applied within its own definition. While this apparently defines an infinite number of instances (function values), it is often done in such a way that no infinite loop or infinite chain of references can occur. A process that exhibits recursion is ''recursive''. Video feedback displays recursive images, as does an infinity mirror. Formal definitions In mathematics and computer science, a class of objects or methods exhibits recursive behavior when it can be defined by two properties: * A simple ''base case'' (or cases) — a terminating scenario that does not use recursion to produce an answer * A ''recursive step'' — a set of rules that reduces all successive cases ...
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Film Frame
In filmmaking, video production, animation, and related fields, a frame is one of the many '' still images'' which compose the complete ''moving picture''. The term is derived from the historical development of film stock, in which the sequentially recorded single images look like a framed picture when examined individually. The term may also be used more generally as a noun or verb to refer to the edges of the image as seen in a camera viewfinder or projected on a screen. Thus, the camera operator can be said to keep a car in frame by panning with it as it speeds past. Overview When the moving picture is displayed, each frame is flashed on a screen for a short time (nowadays typically , , or of a second) and then immediately replaced by the next one. Persistence of vision blends the frames together, producing the illusion of a moving image. The frame is also sometimes used as a unit of time, so that a momentary event might be said to last six frames, the actual duration of w ...
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Chromatic Aberration
In optics, chromatic aberration (CA), also called chromatic distortion, color aberration, color fringing, or purple fringing, is a failure of a lens to focus all colors to the same point. It is caused by dispersion: the refractive index of the lens elements varies with the wavelength of light. The refractive index of most transparent materials decreases with increasing wavelength. Since the focal length of a lens depends on the refractive index, this variation in refractive index affects focusing. Since the focal length of the lens varies with the color of the light different colors of light are brought to focus at different distances from the lens or with different levels of magnification. Chromatic aberration manifests itself as "fringes" of color along boundaries that separate dark and bright parts of the image. Types There are two types of chromatic aberration: ''axial'' (''longitudinal''), and ''transverse'' (''lateral''). Axial aberration occurs when different wavelengt ...
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Dispersion (optics)
Dispersion is the phenomenon in which the phase velocity of a wave depends on its frequency. Sometimes the term chromatic dispersion is used to refer to optics specifically, as opposed to wave propagation in general. A medium having this common property may be termed a dispersive medium. Although the term is used in the field of optics to describe light and other electromagnetic waves, dispersion in the same sense can apply to any sort of wave motion such as acoustic dispersion in the case of sound and seismic waves, and in gravity waves (ocean waves). Within optics, dispersion is a property of telecommunication signals along transmission lines (such as microwaves in coaxial cable) or the Pulse (signal processing), pulses of light in optical fiber. In optics, one important and familiar consequence of dispersion is the change in the angle of refraction of different colors of light, as seen in the spectrum produced by a dispersive Prism (optics), prism and in chromatic aberration ...
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Ambient Occlusion
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one goes. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. In scenes with open sky this is done by estimating the amount of visible sky for each point, while in indoor environments only objects within a certain radius are taken into account and the walls are assumed to be the origin of the ambient light. The result is a diffuse, non-directional shading effect that casts no clear shadows, but that darkens enclosed and sheltered areas and can affect the rendered image's overall tone. It is often used as a post-processing effect. Unlike local methods such as Phong shading, ambient occlusion i ...
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Caustic (optics)
In optics, a caustic or caustic network is the Envelope (mathematics), envelope of Ray (optics), light rays which have been Reflection (physics), reflected or refraction, refracted by a curved surface or object, or the Projection (mathematics), projection of that envelope of rays on another surface. The caustic is a curve or Surface (mathematics), surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light. In some cases caustics can be seen as patches of light or their bright edges, shapes which often have cusp (singularity), cusp singularities. Explanation Concentration of light, especially sunlight, can burn. The word ''caustic'', in fact, comes from the Greek καυστός, burnt, via the Latin ''causticus'', burning. A common situation where caustics are visible is when light shines on a drinking glass. The glass casts a shadow, but also produces a curved region of bright light. In ideal circumstances ...
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Motion Blur
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long-exposure photography, long exposure. Usages / Effects of motion blur Photography When a camera creates an image, that image does not represent a single instant of time. Because of technological constraints or artistic requirements, the image may represent the scene over a period of time. Most often this exposure time is brief enough that the image captured by the camera appears to capture an instantaneous moment, but this is not always so, and a fast moving object or a longer exposure time may result in blurring artifacts which make this apparent. As objects in a scene move, an image of that scene must represent an Integral, integration of all positions of those objects, as well as the camera's viewpoint, over the period of exposur ...
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Depth Of Field
The depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus (optics), focus in an image captured with a camera. See also the closely related depth of focus. Factors affecting depth of field For cameras that can only focus on one object distance at a time, depth of field is the distance between the nearest and the farthest objects that are in acceptably sharp focus in the image. "Acceptably sharp focus" is defined using a property called the "circle of confusion". The depth of field can be determined by focal length, distance to subject (object to be imaged), the acceptable circle of confusion size, and aperture. Limitations of depth of field can sometimes be overcome with various techniques and equipment. The approximate depth of field can be given by: \text \approx \frac for a given maximum acceptable circle of confusion , focal length , f-number , and distance to subject . As distance or the size of the acc ...
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Light Scattering
In physics, scattering is a wide range of physical processes where moving particles or radiation of some form, such as light or sound, are forced to deviate from a straight trajectory by localized non-uniformities (including particles and radiation) in the medium through which they pass. In conventional use, this also includes deviation of reflected radiation from the angle predicted by the law of reflection. Reflections of radiation that undergo scattering are often called '' diffuse reflections'' and unscattered reflections are called '' specular'' (mirror-like) reflections. Originally, the term was confined to light scattering (going back at least as far as Isaac Newton in the 17th century). As more "ray"-like phenomena were discovered, the idea of scattering was extended to them, so that William Herschel could refer to the scattering of "heat rays" (not then recognized as electromagnetic in nature) in 1800. John Tyndall, a pioneer in light scattering research, noted the con ...
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Soft Shadows
The umbra, penumbra and antumbra are three distinct parts of a shadow, created by any light source after impinging on an opaque object of lesser size. In cases of equal or smaller impinging objects, only an umbra and penumba are generated. Assuming no diffraction Diffraction is the deviation of waves from straight-line propagation without any change in their energy due to an obstacle or through an aperture. The diffracting object or aperture effectively becomes a secondary source of the Wave propagation ..., for a collimated beam (such as a point source) of light, only the umbra is cast. These phenomena are generally observed within solar systems, as the size of the stars within the system are larger than the orbiting satellites, hence these terms are most often used for the shadows cast by celestial body, celestial bodies, though they are sometimes used to describe levels of darkness, such as in sunspots. Umbra The umbra () is the innermost and darkest part of a shado ...
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Refraction
In physics, refraction is the redirection of a wave as it passes from one transmission medium, medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commonly observed phenomenon, but other waves such as sound waves and Wind wave, water waves also experience refraction. How much a wave is refracted is determined by the change in wave speed and the initial direction of wave propagation relative to the direction of change in speed. Optical Prism (optics), prisms and Lens (optics), lenses use refraction to redirect light, as does the human eye. The refractive index of materials varies with the wavelength of light,R. Paschotta, article ochromatic dispersion in th, accessed on 2014-09-08 and thus the angle of the refraction also varies correspondingly. This is called dispersion (optics), dispersion and causes prism (optics), prisms and rainbows to divide white light into its constituent spectral ...
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