Indirect Illumination
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Global illumination (GI), or indirect illumination, is a group of
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specificat ...
s used in
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
that are meant to add more realistic
lighting Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylig ...
to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (''direct illumination''), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not (''indirect illumination''). Theoretically, reflections, refractions, and shadows are all examples of global illumination, because when simulating them, one object affects the rendering of another (as opposed to an object being affected only by a direct source of light). In practice, however, only the simulation of diffuse inter-reflection or caustics is called global illumination.


Algorithms

Images rendered using global illumination algorithms often appear more photorealistic than those using only direct illumination algorithms. However, such images are computationally more expensive and consequently much slower to generate. One common approach is to compute the global illumination of a scene and store that information with the geometry (e.g., radiosity). The 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 repeatedly. Radiosity, ray tracing,
beam tracing Beam tracing is an algorithm to simulate wave propagation. It was developed in the context of computer graphics to render 3D scenes, but it has been also used in other similar areas such as acoustics and electromagnetism simulations. Beam tracing ...
,
cone tracing Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays. Principles In ray tracing, rays are often modeled as geometric ray with no thickness to perform efficient g ...
, path tracing,
volumetric path tracing Volumetric path tracing is a method for rendering images in computer graphics which was first introduced by Lafortune and Willems. This method enhances the rendering of the lighting in a scene by extending the path tracing method with the effect of ...
, Metropolis light transport, ambient occlusion,
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.stanf ...
, signed distance field and image-based lighting are all examples of algorithms used in global illumination, some of which may be used together to yield results that are not fast, but accurate. 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 Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the surf ...
, which makes them more accurate algorithms to solve the lighting equation and provide a more realistically illuminated scene. The algorithms used to calculate the distribution of light energy between surfaces of a scene are closely related to
heat transfer Heat transfer is a discipline of thermal engineering that concerns the generation, use, conversion, and exchange of thermal energy (heat) between physical systems. Heat transfer is classified into various mechanisms, such as thermal conduction, ...
simulations performed using finite-element methods in engineering design.


Photorealism

Achieving accurate computation of global illumination in real-time remains difficult. In real-time 3D graphics, the diffuse inter-reflection component of global illumination is sometimes approximated by an "ambient" term in the lighting equation, which is also called "ambient lighting" or "ambient color" in 3D software packages. Though this method of approximation (also known as a "cheat" because it's not really a global illumination method) is easy to perform computationally, when used alone it does not provide an adequately realistic effect. Ambient lighting is known to "flatten" shadows in 3D scenes, making the overall visual effect more bland. However, used properly, ambient lighting can be an efficient way to make up for a lack of processing power.


Procedure

More and more specialized algorithms are used in 3D programs that can effectively simulate the global illumination. These algorithms are numerical approximations to the rendering equation. Well known algorithms for computing global illumination include path tracing,
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.stanf ...
and radiosity. The following approaches can be distinguished here: * Inversion: L = (1-T)^ L^e\, ** is not applied in practice * Expansion: L = \sum_^\infty T^iL^e ** bi-directional approach:
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.stanf ...
+ Distributed ray tracing, Bi-directional path tracing, Metropolis light transport * Iteration: L_n tl_ e + = L ^ ** Radiosity In Light-path notation global lighting the paths of the type L (D , S) corresponds * E. A full treatment can be found in


Image-based lighting

Another way to simulate real global illumination is the use of high-dynamic-range images (HDRIs), also known as environment maps, which encircle and illuminate the scene. This process is known as image-based lighting.


List of methods


See also

* :Global illumination software *
Bias of an estimator In statistics, the bias of an estimator (or bias function) is the difference between this estimator's expected value and the true value of the parameter being estimated. An estimator or decision rule with zero bias is called ''unbiased''. In stat ...
*
Bidirectional scattering distribution function The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which de ...
* Consistent estimator *
Unbiased rendering __NOTOC__ Within the field of computer graphics, unbiased rendering refers to any rendering technique that does not introduce systematic error, or bias, into the radiance approximation. The term refers to statistical bias, not the broader mean ...


References


External links


Video demonstrating global illumination and the ambient color effectReal-time GI demos
– survey of practical real-time GI techniques as a list of executable demos
kuleuven
- This page contains the Global Illumination Compendium, an effort to bring together most of the useful formulas and equations for global illumination algorithms in computer graphics.
Theory and practical implementation of Global Illumination using Monte Carlo Path Tracing.
{{DEFAULTSORT:Global Illumination Global illumination algorithms