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tutorials:light-modeling-introduction [2025/01/22 15:23] – [General Introduction] MHtutorials:light-modeling-introduction [2025/06/02 19:58] (current) MH
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 ===== General Introduction ===== ===== General Introduction =====
 +
 +==== Rendering vs Light Modelling ====
 +
 +**Rendering** is the process of generating a (final) image (or a series of images) from a 3D scene. This includes computing how surfaces appear based on materials, lighting, camera position, and other visual effects.
 +
 +**Light Modelling** refers to the mathematical and physical simulation of how light behaves in a 3D environment, particularly how it interacts with objects (reflection, refraction, absorption, scattering).
 +
 +
 +^ **Feature**  ^ **Rendering**  ^ **Light Modelling**  ^
 +| **Goal**  | Create image | Simulate realistic light behaviour |
 +| **Focus**  | Visual output | Physical correctness and realism |
 +| **Includes** | Shading, camera, rasterization | Reflection, refraction, light transport |
 +
 +
 +{{ :tutorials:light3.png?direct&450 |}}
 +
 +
 +==== Light Modelling ====
  
 Light modelling generally involves three aspects: Light modelling generally involves three aspects:
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 {{ :tutorials:light1.png?direct&500 |}} {{ :tutorials:light1.png?direct&500 |}}
  
-Whereas the Global illumination model handles the actual light computation, the Light sources are the light-emitting elements, and the Local illumination model defines the optical properties of the scene objects.+Whereas the **Global illumination** model handles the actual light computation, the **Light sources** are the light-emitting elements, and the **Local illumination** model defines the optical properties of the scene objects.
  
 In each aspect, computer graphics offers plenty of alternatives. In each aspect, computer graphics offers plenty of alternatives.
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 Both implementing different global illumination model for rendering and for light computation. Both implementing different global illumination model for rendering and for light computation.
- 
-{{ :tutorials:light3.png?direct&450 |}} 
  
 More on the different ways to implement a global illumination model can be found here: [[:groimp-platform:raytracing:raytracer_algo|Ray tracer algorithm]] More on the different ways to implement a global illumination model can be found here: [[:groimp-platform:raytracing:raytracer_algo|Ray tracer algorithm]]
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 In the following, only light computation or light modelling will be discussed. In the following, only light computation or light modelling will be discussed.
  
-Regarding light sources, GroIMP provides a complete set of possible implementations. They all implement the //Light// and //LightBase// interfaces, which makes them easy to handle and exchange.+Regarding **light sources**, GroIMP provides a complete set of possible implementations. They all implement the //Light// and //LightBase// interfaces, which makes them easy to handle and exchange.
  
 {{ :tutorials:light4.png?direct&300 |}} {{ :tutorials:light4.png?direct&300 |}}
  
-For the Local illumination model, which defines the optical properties of the scene objects such as values for absorption, transmission, and reflection, so-called shaders are used.+For the **Local illumination** model, which defines the optical properties of the scene objects such as values for absorption, transmission, and reflection, so-called shaders are used.
  
 {{ :tutorials:light5.png?direct&400 |}} {{ :tutorials:light5.png?direct&400 |}}
tutorials/light-modeling-introduction.1737555795.txt.gz · Last modified: 2025/01/22 15:23 by MH