Computer graphics lighting

Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.

[6] The intensity of ambient light is independent of direction, distance, and other objects, meaning the effect is completely uniform throughout the scene.

Games such as Team Fortress 2 use the rendering technique to create a cartoon cel shaded stylized look.

[11] The three primary lighting components (and subsequent interaction types) are diffuse, ambient, and specular.

[16] Currently, researchers are developing global illumination techniques to more accurately replicate how light interacts with its environment.

[17] This technique is fast to compute, but often is an incomplete approximation of how light would behave in the scene in reality.

[17] It is often approximated by summing a combination of specular, diffuse, and ambient light of a specific object.

[17] With this, the designer can decide how wide a highlight they want on an object; because of this, the power is called the shininess value.

[22] Light sources emit rays that interact with various surfaces through absorption, reflection, or refraction.

[23] It is possible to simulate this by having all of the light sources emit rays and then compute how each of them interact with all of the objects in the scene.

[26] Photon mapping was created as a two-pass global illumination algorithm that is more efficient than ray tracing.

[28] It is the basic principle of tracking photons released from a light source through a series of stages.

[29] In this process, the photon map is decoupled from the geometry of the scene, meaning rendering can be calculated separately.

[22] It is a useful technique because it can simulate caustics, and pre-processing steps do not need to be repeated if the view or objects change.

[29] Polygonal shading is part of the rasterization process where 3D models are drawn as 2D pixel images.

[30] This information includes vertex positional values and surface normals, but can contain optional data, such as texture and bump maps.

[2] Finally, the shading inside of the polygon is calculated as an interpolation of the surrounding edge values.

[2] Gouraud shading generates a smooth lighting effect across the 3D model's surface.

[34] The latter is more complicated and requires backwards ray tracing to simulate photons moving through the environment of the 3D render.

[33] In a photon mapping illumination model, Monte Carlo sampling is used in conjunction with the ray tracing to compute the intensity of light caused by the caustics.

[37] Over time, these particles may move, change color, or vary other properties, depending on the effect.

A directional light source illuminating a terrain
Decomposition of lighting interactions
Image rendered using ray tracing
An example of flat shading
An example of Gouraud shading
An example of Phong shading
A reflective material demonstrating caustics