Spectral Rendering
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Spectral Rendering
In computer graphics, spectral rendering is a technique in which a scene's light transport is modeled with real wavelengths. This process is typically slower than traditional rendering (computer graphics), rendering, which renders the scene in its red, green, and blue components and then overlays the images. Spectral rendering is often used in Ray tracing (graphics), ray tracing or photon mapping to more accurately simulate the scene, often for comparison with an actual photograph to test the rendering algorithm (as in a Cornell Box) or to simulate different portions of the electromagnetic spectrum for the purpose of scientific work. The images simulated are not necessarily more realistic ''appearing,'' but when compared to a real image pixel for pixel the result is often much closer. Spectral rendering can also simulate light sources and objects more effectively, as the light's emission spectrum can be used to release photons at a particular wavelength in proportion to the sp ...
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Rendering (computer Graphics)
Rendering is the process of generating a physically-based rendering, photorealistic or Non-photorealistic rendering, non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "architectural rendering, rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A application software, software application or component-based software engineering, component that performs rendering is called a rendering software engine, engine, render engine, : Rendering systems, rendering system, graphics engine, or simply a renderer. A distinction is made between Real-time computer graphics, real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or an ...
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Ray Tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling Light transport theory, light transport for use in a wide variety of Rendering (computer graphics), rendering algorithms for generating digital image, digital images. On a spectrum of Computation time, computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, #Recursive ray tracing algorithm, recursive ray tracing, Distributed ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as still computer-generated imagery, CGI images, and film and television visual effects (VFX), but was less suited to real-time computer graphics, real-time applications such as video games, where Frame rate, speed is critical in rendering each Film frame, frame. Since 2018, however, ...
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Photon Mapping
In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.stanford.edu/~henrik/papers/ewr7/egwr96.pdf 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. The algorithm is used to realistically simulate the interaction of light with different types of objects (similar to other photorealistic rendering techniques). Specifically, it is capable of simulating the refraction of light through a transparent substance such as glass or water (including caustics), diffuse interreflection between illuminated objects, the subsurface scattering of light ...
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Cornell Box
The Cornell box is a test scene designed to evaluate the accuracy of rendering (computer graphics), rendering software by comparing a 3D rendering, rendered image with a photograph of a real-world model under the same lighting conditions. It has become a List of common 3D test models, commonly used 3D test model in computer graphics research. The box was created by Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, and Bennett Battaile at the ''Cornell University Program of Computer Graphics'' as part of their research on radiosity (computer graphics), radiosity and Diffuse reflection#Interreflection, diffuse interreflection. Their findings were published in the paper ''Modeling the Interaction of Light Between Diffuse Surfaces'', presented at SIGGRAPH '84.Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, and Bennett Battaile. Modeling the Interaction of Light Between Diffuse Surfaces''. SIGGRAPH 1984. Reference Model A physical model of the Cornell box is ...
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