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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The students study and apply fundamental concepts and algorithms of computer graphics for rendering, geometry
synthesis, and animation. They design and implement their own interactive graphics program
Ce cours s'articule autour de la lumière comme élément structurant de l'espace et du temps, à travers une approche mêlant dynamique solaire, matérialité, construction et empreinte écologique.
Computer Vision aims at modeling the world from digital images acquired using video or infrared cameras, and other imaging sensors.We will focus on images acquired using digital cameras. We will int
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.
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 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.
Covers the basics of ray tracing in computer graphics, explaining the generation of primary rays, intersection computations, and lighting models for diffuse and specular surfaces.
Computing light reflection from rough surfaces is an important topic in computer graphics. Reflection models developed based on geometric optics fail to capture wave effects such as diffraction and interference, while existing models based on physical opti ...
Raytraverse is a python based software that helps to efficiently organize and guide the sampling of a lighting simulation within a scene. Radiance is embedded within Raytraverse to provide accurate and efficient solutions for each sampled ray. This talk wi ...
Scene and reference results files for: "A Critical Comparison of Annual Glare Simulation Methods" Stephen Wasilewski, Jan Wienold, Marilyne Andersen 2022 Buildsim Nordic, Copenhagen Contents: 01-06*.tar.gz: reference simulation image archives, one ...