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Global illumination

Group of rendering algorithms used in 3D computer graphics

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Through Algorithm, Refraction and Specular reflection

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.

Algorithms

Global illumination is a key aspect to the realism of a 3D scene. Naive 3D lighting will only take into account direct light, meaning any light which radiates off a light source and bounces directly into the virtual camera. Shadows will appear completely dark, due to light not interacting with any other surface before it reaches the camera. As this is not what occurs in real life, we perceive the resulting image as incomplete. Applying full global illumination allows for the missing effects that makes an image feel more natural. However, global illumination is computationally more expensive and consequently much slower to generate.

Most algorithms, especially those focusing on real-time solutions, model diffuse inter-reflection exclusively, which is a very important part of global illumination; however, some also model indirect specular reflections, refraction, and indirect shadowing, which allows for a closer approximation of the reality and produces more appealing images. The algorithms used to calculate the distribution of light energy between surfaces of a scene are closely related to heat transfer simulations performed using finite-element methods in engineering design.

Radiosity, ray tracing, beam tracing, cone tracing, path tracing, Metropolis light transport and photon mapping are all examples of algorithms used for global illumination in offline settings, some of which may be used together to yield results that trade between accuracy and speed, depending on the implementation.

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