Photon Mapping
In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.stanford.edu/~henrik/papers/ewr7/egwr96.pdf that approximately solves the rendering equation for integrating light radiance at a given point in space. Rays from the light source (like photons) and rays from the camera are traced independently until some termination criterion is met, then they are connected in a second step to produce a radiance value. The algorithm is used to realistically simulate the interaction of light with different types of objects (similar to other photorealistic rendering techniques). Specifically, it is capable of simulating the refraction of light through a transparent substance such as glass or water (including caustics), diffuse interreflection between illuminated objects, the subsurface scattering of light ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by graphics hardware, computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as Computer-generated imagery, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Particulate Matter
Particulate matter (PM) or particulates are microscopic particles of solid or liquid matter suspended in the air. An ''aerosol'' is a mixture of particulates and air, as opposed to the particulate matter alone, though it is sometimes defined as a subset of aerosol terminology. Sources of particulate matter can be natural or anthropogenic. Particulates have impacts on climate and precipitation that adversely affect human health. Types of atmospheric particles include suspended particulate matter; thoracic and respirable particles; inhalable coarse particles, designated PM, which are coarse particles with a diameter of 10 micrometers (μm) or less; fine particles, designated PM, with a diameter of 2.5 μm or less; ultrafine particles, with a diameter of 100 nm or less; and soot. Airborne particulate matter is a Group 1 carcinogen. Particulates are the most harmful form of air pollution as they can penetrate deep into the lungs and brain from blood streams, ca ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Radiosity (computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 19 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Bidirectional Reflectance Distribution Function
The bidirectional reflectance distribution function (BRDF), symbol f_(\omega_,\, \omega_), is a function of four real variables that defines how light from a source is reflected off an Opacity (optics), opaque surface. It is employed in the optics of real-world light, in computer graphics algorithms, and in computer vision algorithms. The function takes an incoming light direction, \omega_, and outgoing direction, \omega_ (taken in a coordinate system where the Normal (geometry), surface normal \mathbf n lies along the ''z''-axis), and returns the ratio of reflected radiance exiting along \omega_ to the irradiance incident on the surface from direction \omega_. Each direction \omega is itself Spherical coordinate system, parameterized by azimuth angle \phi and zenith angle \theta, therefore the BRDF as a whole is a function of 4 variables. The BRDF has units sr−1, with steradians (sr) being a unit of solid angle. Definition The BRDF was first defined by Fred Nicodemus around 19 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Diffuse Interreflection
Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection. An ''ideal'' diffuse reflecting surface is said to exhibit Lambertian reflection, meaning that there is equal luminance when viewed from all directions lying in the half-space adjacent to the surface. A surface built from a non-absorbing powder such as plaster, or from fibers such as paper, or from a polycrystalline material such as white marble, reflects light diffusely with great efficiency. Many common materials exhibit a mixture of specular and diffuse reflection. The visibility of objects, excluding light-emitting ones, is primarily caused by diffuse reflection of light: it is diffusely-scattered light that forms the image of the object in an observer's eye over a wide range of angles of the observer with respect to the object. Mechanism Diffuse ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Specular Reflection
Specular reflection, or regular reflection, is the mirror-like reflection (physics), reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray (optics), ray of light emerges from the reflecting surface at the same angle to the surface normal as the incident ray, but on the opposing side of the surface normal in the plane formed by the incident and reflected rays. The earliest known description of this behavior was recorded by Hero of Alexandria (Anno Domini, AD c. 10–70). Later, Ibn al-Haytham, Alhazen gave a complete statement of the law of reflection. He was first to state that the incident ray, the reflected ray, and the normal to the surface all lie in a same plane perpendicular to reflecting plane. Specular reflection may be contrasted with diffuse reflection, in which light is scattered away from the surface in a range of directions. Law of reflection When light encounters a boundary of a material, it is affected by the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Unbiased Rendering
__NOTOC__ In computer graphics, unbiased rendering or photorealistic rendering are rendering techniques that avoid systematic errors, or statistical bias, in computing an image’s radiance. Bias in this context means inaccuracies like dimmer light or missing effects such as soft shadows, caused by approximations. Unbiased methods, such as path tracing and its derivatives, simulate real-world lighting and shading with full physical accuracy. In contrast, biased methods, including traditional ray tracing, sacrifice precision for speed by using approximations that introduce errors—often seen as blur. This blur reduces variance (random noise) by averaging light samples, enabling faster computation with fewer samples needed for a clean image. Mathematical definition In mathematical terms, an unbiased estimator's expected value (E) is the population mean, regardless of the number of observations. The errors in an image produced by unbiased rendering are due to random statistica ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Metropolis Light Transport
Metropolis light transport (MLT) is a global illumination application of a Monte Carlo method called the Metropolis–Hastings algorithm to the rendering equation for generating images from detailed physical descriptions of 3D computer graphics, three-dimensional scenes. The procedure constructs paths from the eye to a light source using path tracing#Bidirectional path tracing, bidirectional path tracing, then constructs slight modifications to the path. Some careful statistical calculation (the Metropolis algorithm) is used to compute the appropriate distribution of brightness over the image. This procedure has the advantage, relative to bidirectional path tracing, that once a path has been found from light to eye, the algorithm can then explore nearby paths; thus difficult-to-find light paths can be explored more thoroughly with the same number of simulated photons. In short, the algorithm generates a path and stores the path's 'nodes' in a list. It can then modify the path by ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Volumetric Path Tracing
Volumetric path tracing is a method for rendering images in computer graphics which was first introduced by Lafortune and Willems. This method enhances the rendering of the lighting in a scene by extending the path tracing method with the effect of light scattering. It is used for photorealistic effects of participating media like fire, explosions, smoke, clouds, fog or soft shadows. Like in the path tracing method, a ray is followed backwards, beginning from the eye, until reaching the light source. In volumetric path tracing, scattering events can occur along with ray tracing. When a light ray hits a surface, a certain amount gets scattered into the media. Description The algorithm is based on the volumetric rendering equation, which extends the rendering equation with a scattering term. It is composed of an absorption, out-scattering, emission and an in-scattering part. The absorption and out-scattering together form the extinction term. The in-scattering is the most expensive p ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |