How many light rays do we typically deal with? I feel like a light source can have infinite rays extending from it. Why do we work with rays instead of something like areas of image we want light to reach?
ShivanPatel2025
It's interesting to learn that radiance isn't just a random metric; it's the key quantity tied to a ray of light, making it central to rendering in graphics. The fact that radiance remains constant along a ray in a vacuum brings a neat, physics-based logic to how light travels and interacts with surfaces, simplifying the complex task of rendering realistic scenes.
aidangarde
As light passes through a medium, light is refracted along it. I wonder the performance and graphics tradeoffs for how often and accurate light is refracted through different medium, specifically air and water. Are there ways to simulate a more often samples rendering without using the additional compute?
How many light rays do we typically deal with? I feel like a light source can have infinite rays extending from it. Why do we work with rays instead of something like areas of image we want light to reach?
It's interesting to learn that radiance isn't just a random metric; it's the key quantity tied to a ray of light, making it central to rendering in graphics. The fact that radiance remains constant along a ray in a vacuum brings a neat, physics-based logic to how light travels and interacts with surfaces, simplifying the complex task of rendering realistic scenes.
As light passes through a medium, light is refracted along it. I wonder the performance and graphics tradeoffs for how often and accurate light is refracted through different medium, specifically air and water. Are there ways to simulate a more often samples rendering without using the additional compute?