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Path tracing is a Monte Carlo method of rendering images of three-dimensional scenes with faithful global illumination. It simulates many effects such as soft shadows, depth of field, caustics, and indirect lighting, and can produce realistic results with physically accurate models.
Ray tracing is a technique for modeling light transport in 3D computer graphics, simulating optical effects such as reflection, refraction, and shadows. Learn about the origins of ray tracing from Albrecht Dürer to Arthur Appel, and the evolution of ray tracing algorithms and applications.
Learn about the BRDF, a function that defines how light is reflected off an opaque surface. Find out its definition, properties, applications, models, and measurement methods.
Bidirectional scattering distribution function (BSDF) is a mathematical function that describes how light is scattered by a surface. It is a generalization of bidirectional reflectance distribution function (BRDF) and bidirectional transmittance distribution function (BTDF), and it can include subsurface scattering (SSS).
Global illumination is a group of algorithms used in 3D computer graphics to add more realistic lighting to 3D scenes. Learn about the methods, examples, and applications of global illumination, such as radiosity, ray tracing, photon mapping, and image-based lighting.
Metropolis light transport is an unbiased method that, in some cases (but not always), converges to a solution of the rendering equation faster than other unbiased algorithms such as path tracing or bidirectional path tracing. [citation needed]
Photon mapping is a rendering algorithm that simulates the interaction of light with different types of objects. It traces rays from light sources and rays from the camera, and uses a photon map to estimate the radiance at each pixel.
Ray tracing of a beam of light passing through a medium with changing refractive index.The ray is advanced by a small amount, and then the direction is re-calculated. Ray tracing works by assuming that the particle or wave can be modeled as a large number of very narrow beams (), and that there exists some distance, possibly very small, over which such a ray is locally straight.