Effects Missed by a Simple Ray-Tracer
CS
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Wave-lenght-dependence of the path of (refracted) light rays.
--> Trace R,G, B colors separatedly; -- but what about the in-between (mixed) colors?
Caustics: Focussed bundles of many light rays.
--> We could start tracing light-rays from the light sources (this
is what nature does);
-- but big efficiency problem: most rays nerver
create any result seen by camera.
For objects or scenes of uniform color, our fake "ambient light" will produce useless pictures that show no features.
--> Ambient light does not reach all surface points with eaqual easy; put deeper shadows into narrow nooks and crannies.
--> Assume diffuse light comes from an overcast sky of uniform
brightness; determine how much of that sky can be seen from any surface
point.
Realistic global illumination must include diffuse reflection of light on other surfaces; e.g., indirect
illumination behind cube.
--> Find an efficient way to approximate such indirect global illumination. This is expensive!
If diffusely reflecting surfaces are
colored, the secondary global illumination will also be colored;
causing color-bleeding.
--> Take the color of surfaces into account when calculating the above diffusely reflected light components.
Clouds! -- and steam and smoke and fog ... What is the right geometry here?
--> Do we really want to model a million water droplets or dust particles? This would be very expensive.
--> We need to use more efficient volumetric models, filled with some kind of participating medium.
Sun rays through uniform fog or haze or smoke.
--> Model this with a uniform sequence of light emitters along the path of a light ray through the participating medium.
Clouds of steam or smoke.
--> Use a non-uniform density function. Calculate absorption of light as well as re-emission from the participating medium.
CS
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