When it comes to the physical rendering of objects and their light profiles on their surfaces, it becomes increasingly important to figure what method to use for lighting calculations. How can we best decide on how to properly and efficiently light complex meshes like some of the ones we see in hw2. When composed of thousands of triangles, it becomes costly to integrate on every surface or photon count on every surface. I am curious as to the real world implementations of the calculations.
jananisriram
Are there shapes other than spheres or hemisphere upon which light can be projected? For example, how do we think about irregularly shaped light shades?
When it comes to the physical rendering of objects and their light profiles on their surfaces, it becomes increasingly important to figure what method to use for lighting calculations. How can we best decide on how to properly and efficiently light complex meshes like some of the ones we see in hw2. When composed of thousands of triangles, it becomes costly to integrate on every surface or photon count on every surface. I am curious as to the real world implementations of the calculations.
Are there shapes other than spheres or hemisphere upon which light can be projected? For example, how do we think about irregularly shaped light shades?