T. Akenine-Möller, Eric Haines, Naty Hoffman, A. Pesce, Michal Iwanicki, Sébastien Hillaire
{"title":"Volumetric and Translucency Rendering","authors":"T. Akenine-Möller, Eric Haines, Naty Hoffman, A. Pesce, Michal Iwanicki, Sébastien Hillaire","doi":"10.1201/b22086-14","DOIUrl":"https://doi.org/10.1201/b22086-14","url":null,"abstract":"","PeriodicalId":162091,"journal":{"name":"Real-Time Rendering","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130498538","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Steve Marschner, P. Shirley, M. Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett M. Johnson, T. Munzner, E. Reinhard, W. Thompson, P. Willemsen, B. Wyvill
{"title":"Global Illumination","authors":"Steve Marschner, P. Shirley, M. Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett M. Johnson, T. Munzner, E. Reinhard, W. Thompson, P. Willemsen, B. Wyvill","doi":"10.1201/b22086-11","DOIUrl":"https://doi.org/10.1201/b22086-11","url":null,"abstract":"Concept • Raytracing can render certain important effects • For example… • transparency • refraction (bending) of light through transparent surfaces • reflection of light from a shiny surface to other surfaces • (See the Raytracing tutorial in this set) • It can not render • reflection of light from a diffuse (i.e., not shiny) surface • for example, from… • a concrete wall • a colored piece of cardboard • To do this you need an approach called radiosity • When radiosity and raytracing are combined • it is called global illumination • That is, an illumination algorithm • that combines all the types of light in the scene • The most common algorithm for global illumination • tracks light photons as they move through space • It can require huge numbers of photons • to get an accurate rendering • Therefore… • Global illumination can be quite slow and calculation intensive • There are various trick techniques that simulate it • For example, the so-called dirt map","PeriodicalId":162091,"journal":{"name":"Real-Time Rendering","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133134641","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}