Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Global illumination
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Algorithms== Images rendered using global illumination algorithms often appear more [[Photorealism|photorealistic]] than those using only direct illumination algorithms. However, such images are computationally more expensive and consequently much slower to generate. One common approach is to compute the global illumination of a scene and store that information with the geometry (e.g., radiosity). The stored data can then be used to generate images from different viewpoints for generating walkthroughs of a scene without having to go through expensive lighting calculations repeatedly. [[Radiosity (computer graphics)|Radiosity]], [[Ray tracing (graphics)|ray tracing]], [[beam tracing]], [[cone tracing]], [[path tracing]], [[volumetric path tracing]], [[Metropolis light transport]], [[ambient occlusion]], [[photon mapping]], [[Signed_distance_function|signed distance field]] and [[image-based lighting]] are all examples of algorithms used in global illumination, some of which may be used together to yield results that are not fast, but accurate. These algorithms model [[diffuse inter-reflection]] which is a very important part of global illumination; however most of these (excluding radiosity) also model [[specular reflection]], which makes them more accurate algorithms to solve the lighting equation and provide a more realistically illuminated scene. The algorithms used to calculate the distribution of light energy between surfaces of a scene are closely related to [[heat transfer]] simulations performed using [[Finite element analysis|finite-element]] methods in engineering design.
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Global illumination
(section)
Add topic