Computer graphics lighting: Difference between revisions

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Ambient: Adding Lightwarp
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=== Ambient ===
Ambient light sources illuminate objects even when no other light source is present.<ref name=":73" /> The intensity of ambient light is independent of direction, distance, and other objects, meaning the effect is completely uniform throughout the scene.<ref name=":73" /> This source ensures that objects are visible even in complete darkness.<ref name=":9" />
 
=== Lightwarp ===
A lightwarp is a technique of which an object in the geometrical world [[refracts]] light based off the [[direction]] and [[intensity]] of the light. The light is then [[warped]] using an ambient diffuse term with a range of the [[color spectrum]]. The light then may be [[reflectively]] scattered to produce a higher [[depth of field]], and [[refracted]]. The technique is used to produce a [[Style_(visual_arts)#Stylization|unique rendering style]] and can be used limit [[overexposure]] of objects. Games such as [[Team Fortress 2]] use the rendering technique to create a [[cartoon]] [[cel shaded]] stylized look.<ref>[https://hal.inria.fr/inria-00449828 Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick. Radiance Scaling for Versatile Surface Enhancement. I3D ’10: Proc. symposium on Interactive 3D graphicsand games, Feb 2010, Boston, United States. 10.1145/1730804.1730827. inria-00449828]</ref>
 
== Lighting interactions ==