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- Global illumination algorithms

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- Global illumination algorithms

Metropolis light transport

Metropolis light transport (MLT) is a global illumination application of a variant of the Monte Carlo method called the Metropolis–Hastings algorithm to the rendering equation for generating images fr

Distributed ray tracing

Distributed ray tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena. Conventional ray tracing use

Per-pixel lighting

In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular me

Photon mapping

In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001 that approximately solves the rendering equation for in

Ray-traced ambient occlusion

Ray-traced ambient occlusion is a computer graphics technique and ambient occlusion global illumination algorithm using ray-tracing.

Screen space ambient occlusion

Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Cr

Ray tracing (graphics)

In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost an

Screen space directional occlusion

Screen space directional occlusion (SSDO) is a computer graphics technique enhancing screen space ambient occlusion (SSAO) by taking direction into account to sample the ambient light (both the light

Beam tracing

Beam tracing is an algorithm to simulate wave propagation.It was developed in the context of computer graphics to render 3D scenes,but it has been also used in other similar areas such as acoustics an

Global illumination

Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account

Cone tracing

Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays.

Image-based lighting

Image-based lighting (IBL) is a 3D rendering technique which involves capturing an omnidirectional representation of real-world light information as an image, typically using a 360° camera. This image

Ambient occlusion

In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the in

Radiosity (computer graphics)

In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that

Path tracing

Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integra

Volumetric path tracing

Volumetric path tracing is a method for rendering images in computer graphics which was first introduced by Lafortune and Willems. This method enhances the rendering of the lighting in a scene by exte

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