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Global illumination

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Global illumination algorithms used in 3D computer graphics are those which, when determining the light falling on a surface, take into account not only the light which has taken a path directly from a light source (direct illumination), but also light which has undergone reflection from other surfaces in the world (indirect illumination).

Images rendered using global illumination algorithms are more photorealistic than images rendered using local illumination algorithms. However, they are also much slower and more computationally expensive. A common approach is to compute the global illumination of a scene and store that information with the geometry (ie. radiosity). That stored data can then be used to generate images from different viewpoints for generating walkthroughs of a scene without having to go through expensive lighting calculations.

Radiosity, ray tracing, beam tracing, cone tracing, Path Tracing, metropolis light transport and photon mapping are examples of algorithms used in global illumination, some of which may be used together.

These algorithms model diffuse inter-reflection which is a very important part of global illumination, however most of these (excluding radiosity) also model specular reflection too which makes them more accurate algorithms to solve the lighting equation and provide a more realistic globally illuminated scene.

The algorithms used to calculate the distribution of light energy between surfaces of a scene are closely related to heat transfer simulations performed using finite-element methods in engineering design.

In real-time 3D graphics, global illumination is sometimes approximated by an "ambient" term in the lighting equation.

Rendering without Global Illumination.
Rendering without Global Illumination.

Global illumination rendering demonstrating how light is reflected by surfaces.
Global illumination rendering demonstrating how light is reflected by surfaces.

See also

External links

 


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