Global illuminationGlobal illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not (indirect illumination).
Ambient occlusionIn 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.
Beam tracingBeam tracing is an algorithm to simulate wave propagation. It was developed in the context of computer graphics to render 3D scenes, but it has been also used in other similar areas such as acoustics and electromagnetism simulations. Beam tracing is a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with beams. Beams are shaped like unbounded pyramids, with (possibly complex) polygonal cross sections. Beam tracing was first proposed by Paul Heckbert and Pat Hanrahan.
LightWave 3DLightWave 3D is a 3D computer graphics program developed by NewTek. It has been used in films, television, motion graphics, digital matte painting, visual effects, video game development, product design, architectural visualizations, virtual production, music videos, pre-visualizations and advertising. LightWave is a software package used for rendering 3D images, both animated and static. It includes a fast rendering engine that supports such advanced features as realistic reflection, radiosity, caustics, and 999 render nodes.