Normal (geometry)In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (in which case it is a unit normal vector) or its length may represent the curvature of the object (a ); its algebraic sign may indicate sides (interior or exterior).
AzimuthAn azimuth (ˈæzəməθ; from as-sumūt) is the angular measurement in a spherical coordinate system which represents the horizontal angle from a cardinal direction, most commonly north. Mathematically, the relative position vector from an observer (origin) to a point of interest is projected perpendicularly onto a reference plane (the horizontal plane); the angle between the projected vector and a reference vector on the reference plane is called the azimuth.
ZenithThe zenith (ˈzɛnɪθ, ˈziːnɪθ) is an imaginary point directly "above" a particular location, on the celestial sphere. "Above" means in the vertical direction (plumb line) opposite to the gravity direction at that location (nadir). The zenith is the "highest" point on the celestial sphere. The word zenith derives from an inaccurate reading of the Arabic expression سمت الرأس (), meaning "direction of the head" or "path above the head", by Medieval Latin scribes in the Middle Ages (during the 14th century), possibly through Old Spanish.
Multivariate normal distributionIn probability theory and statistics, the multivariate normal distribution, multivariate Gaussian distribution, or joint normal distribution is a generalization of the one-dimensional (univariate) normal distribution to higher dimensions. One definition is that a random vector is said to be k-variate normally distributed if every linear combination of its k components has a univariate normal distribution. Its importance derives mainly from the multivariate central limit theorem.
Bidirectional reflectance distribution functionThe bidirectional reflectance distribution function (BRDF; ) is a function of four real variables that defines how light is reflected at an 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, , and outgoing direction, (taken in a coordinate system where the surface normal lies along the z-axis), and returns the ratio of reflected radiance exiting along to the irradiance incident on the surface from direction .
Log-normal distributionIn probability theory, a log-normal (or lognormal) distribution is a continuous probability distribution of a random variable whose logarithm is normally distributed. Thus, if the random variable X is log-normally distributed, then Y = ln(X) has a normal distribution. Equivalently, if Y has a normal distribution, then the exponential function of Y, X = exp(Y), has a log-normal distribution. A random variable which is log-normally distributed takes only positive real values.
Hour angleIn astronomy and celestial navigation, the hour angle is the angle between two planes: one containing Earth's axis and the zenith (the meridian plane), and the other containing Earth's axis and a given point of interest (the hour circle). It may be given in degrees, time, or rotations depending on the application. The angle may be expressed as negative east of the meridian plane and positive west of the meridian plane, or as positive westward from 0° to 360°. The angle may be measured in degrees or in time, with 24h = 360° exactly.
Location parameterIn statistics, a location parameter of a probability distribution is a scalar- or vector-valued parameter , which determines the "location" or shift of the distribution. In the literature of location parameter estimation, the probability distributions with such parameter are found to be formally defined in one of the following equivalent ways: either as having a probability density function or probability mass function ; or having a cumulative distribution function ; or being defined as resulting from the random variable transformation , where is a random variable with a certain, possibly unknown, distribution (See also #Additive_noise).
Photon mappingIn computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001 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.
Path tracingPath tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image.