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. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application. Light sources allow for different ways to introduce light into graphics scenes. Point sources emit light from a single point in all directions, with the intensity of the light decreasing with distance. An example of a point source is a standalone light bulb. A directional source (or distant source) uniformly lights a scene from one direction. Unlike a point source, the intensity of light produced by a directional source does not change with distance over the scale of the scene, as the directional source is treated as though it is extremely far away. An example of a directional source is sunlight on Earth. A spotlight produces a directed cone of light. The light becomes more intense as the viewer gets closer to the spotlight source and to the center of the light cone. An example of a spotlight is a flashlight. Area lights are 3D objects which emit light. Whereas point lights and spot lights sources are considered infinitesimally small points, area lights are treated as physical shapes. Area light produce softer shadows and more realistic lighting than point lights and spot lights. Ambient light sources illuminate objects even when no other light source is present. The intensity of ambient light is independent of direction, distance, and other objects, meaning the effect is completely uniform throughout the scene. This source ensures that objects are visible even in complete darkness. A lightwarp is a technique of which an object in the geometrical world refracts light based on the direction and intensity of the light. The light is then warped using an ambient diffuse term with a range of the color spectrum.

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Related concepts (17)
Computer graphics
Computer graphics deals with generating s and art with the aid of computers. Today, 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 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.
Per-pixel lighting
In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values.
Shading
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light. Shading is used traditionally in drawing for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas.
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