Abstract
All previous scenes used local illumination: every rendered point on an object surface or in a volume computes the amount of light that reaches it by querying each light source in turn, and adding up the contributions. This method only considers direct illumination because the light travels directly, in a straight path, from the light source to the illuminated point. Occlusion by shadow-casting objects in that path are considered.
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© 2001 Springer-Verlag Wien
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Driemeyer, T. (2001). Caustics and Global Illumination. In: Rendering with mental ray®. mental ray® Handbooks, vol 1. Springer, Vienna. https://doi.org/10.1007/978-3-7091-3809-0_8
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DOI: https://doi.org/10.1007/978-3-7091-3809-0_8
Publisher Name: Springer, Vienna
Print ISBN: 978-3-211-83663-7
Online ISBN: 978-3-7091-3809-0
eBook Packages: Springer Book Archive