In non-realtime CGI, we throw rays from the light sources into the scene (ray tracing), track how they bounce, and add them together to generate the image.We could also add some extra effects, such as caustics, bloom, motion blur, etc., but those are the basic pieces that we should keep in mind.ĭepending on our media, we approach this in different ways: So, what we need to represent light is the sum of direct lighting ( diffuse and specular), transmission, and indirect lighting. Based on this behaviour, we can define emission (light gets emitted from a light source), reflection (light bounces from objects), transmission (light goes through an object), and absorption (light gets absorbed by an object, heating up). When those rays reach our eyes, we see the light reflecting off those objects. Light sources emit rays that scatter through the world. Let’s consider light as a series of rays (it isn’t, but it's close enough for what we need). I will also try to keep it simple and talk about we approach lighting in non-realtime CGI, real-time CGI, and illustration so everybody can get something from it. In this article, I will try to summarize these effects and study a bit of them, so that we understand how they work and improve how we render things. If we tried to replicate it exactly, it would take way too much time, so the general approach is to look for a way to get a good enough result by analyzing the different effects that form lighting, decomposing them into parts and combining them to get a good enough result. If we want to learn how to replicate light, we should know how light works in the real world.
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