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Global illumination
Algorithms used in 3D computer graphics
Global illumination (GI), or indirect illumination, refers to a group of algorithms used in 3D computer graphics meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent "bounces" where light rays are reflected by other surfaces in the scene (indirect illumination).
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Global illumination (GI), or indirect illumination, refers to a group of algorithms used in 3D computer graphics meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent "bounces" where light rays are reflected by other surfaces in the scene (indirect illumination). The term "global illumination" was first used by Turner Whitted in his paper "An improved illumination model for shaded display", to differentiate between illumination calculations at a local scale (using geometric information directly, such as in Phong shading), a microscopic scale (extending local geometry with microfacet detail), and a global scale, including not only the geometry itself but also the visibility of every other object in the scene. Theoretically, reflections, refractions, transparency, 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, especially in real-time settings.
Texto: Wikipédia em inglês, CC BY-SA 4.0. · Imagem: Hipocrite at English Wikipedia (Public domain) ·
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