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In real-time 3D graphics, global illumination is sometimes approximated by an "ambient" term in the lighting equation. —Preceding unsigned comment added by 217.215.68.96 ( talk • contribs)
The ambient term is used in many lighting models, e.g Phong shading.
So the amount of ambient light (Ia) is constant for the whole scene. Global illumination removes this assumption by finding the amount of light falling on a given area or point. But it takes a lot of computation, so it's not something we going to be doing in real-time with current hardware and methods. Imroy 05:13, 27 May 2006 (UTC)
Made a bunch of edits today, trying to make the article a bit more clear. I also included some practical information about the ambient term and a link to a video that covers it in a bit more depth. I hope these edits help visitors get a better feel for the purpose of GI and its advantages. Maruchan 05:15, 29 August 2006 (UTC)
Here's a small question from the Radiosity discussions. Someone is saying that hard shadows are considered to be Global Illumination, but I can't find a second source for this. Can anyone find a reference or paper stating that hard shadows are considered to be part of Global Illumination? Rocketmagnet 14:54, 9 January 2007 (UTC)
Rocketmagnet 14:54, 9 January 2007 (UTC)
IMHO the article miss a sentence clearly explaining the origin of the Global term. That is Global was in counter position to local illumination models, e.g. the ones that you can compute without a global knowledge of the scene using only local information. ALoopingIcon 14:44, 10 May 2007 (UTC)
Too much promotion is happening in EL. If it is in the interest of readers to find links to 3D software, they can find such a list elsewhere on Wikipedia. Otherwise, it's obvious that people are just posting links to their favorite software packages' websites or links to packages that they are paid to promote. Ideas? Maruchan 15:58, 17 September 2007 (UTC)
Just as in the external links section, it seems that the wikilinks section is being used to promote commercial software (and perhaps non-commercial software as well). This sort of stuff belongs in a category listing (like "software that uses global illumination"), since it doesn't really help seekers of information related Global Illumination. I think a way to find GI software is important, but not in the wikilinks area. And probably not in a list on the page - it's embarrassing that the internal and external links sections were about to become longer than the article itself. Maruchan ( talk) 19:07, 29 January 2008 (UTC)
This article redirects from Unbiased rendering but it doesn't even make any mention of unbiased versus biased techniques: That's pretty terrible ;) Errantkid ( talk) 16:03, 28 October 2009 (UTC)
The Faked Global Illumination section really needs some help. It's pretty much unreadable. —Preceding unsigned comment added by 12.52.185.30 ( talk) 13:32, 6 April 2010 (UTC)
I'm wondering about the scene used to render the images, is it a common test scene? In that case, what is it called and where can I find it? I am creating a list of common 3D test models (still work to do there though...). — Kri ( talk) 01:00, 18 July 2011 (UTC)
It seems to me very uninformative to show a few different ways how to rewrite an equation. Methods to me mean the method of solution. For example inversion and iteration are both used for radiosity which is a quadrature method at heart(geometric discretisation and integrate), inversion is how one would solve radiosity equations if they didn't care about efficiency at all and it's not used in any real method. Also the Statistical methods biased/unbiased. And of course the numerous approximations that usually involve discretisation in a different way like splitting radiance field into point lights for example. Three equations with incorrect comments following them is not doing it justice. -TimW
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This is the
talk page for discussing improvements to the
Global illumination article. This is not a forum for general discussion of the article's subject. |
Article policies
|
Find video game sources: "Global illumination" – news · newspapers · books · scholar · JSTOR · free images · free news sources · TWL · NYT · WP reference · VG/RS · VG/RL · WPVG/Talk |
This article is rated C-class on Wikipedia's
content assessment scale. It is of interest to the following WikiProjects: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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In real-time 3D graphics, global illumination is sometimes approximated by an "ambient" term in the lighting equation. —Preceding unsigned comment added by 217.215.68.96 ( talk • contribs)
The ambient term is used in many lighting models, e.g Phong shading.
So the amount of ambient light (Ia) is constant for the whole scene. Global illumination removes this assumption by finding the amount of light falling on a given area or point. But it takes a lot of computation, so it's not something we going to be doing in real-time with current hardware and methods. Imroy 05:13, 27 May 2006 (UTC)
Made a bunch of edits today, trying to make the article a bit more clear. I also included some practical information about the ambient term and a link to a video that covers it in a bit more depth. I hope these edits help visitors get a better feel for the purpose of GI and its advantages. Maruchan 05:15, 29 August 2006 (UTC)
Here's a small question from the Radiosity discussions. Someone is saying that hard shadows are considered to be Global Illumination, but I can't find a second source for this. Can anyone find a reference or paper stating that hard shadows are considered to be part of Global Illumination? Rocketmagnet 14:54, 9 January 2007 (UTC)
Rocketmagnet 14:54, 9 January 2007 (UTC)
IMHO the article miss a sentence clearly explaining the origin of the Global term. That is Global was in counter position to local illumination models, e.g. the ones that you can compute without a global knowledge of the scene using only local information. ALoopingIcon 14:44, 10 May 2007 (UTC)
Too much promotion is happening in EL. If it is in the interest of readers to find links to 3D software, they can find such a list elsewhere on Wikipedia. Otherwise, it's obvious that people are just posting links to their favorite software packages' websites or links to packages that they are paid to promote. Ideas? Maruchan 15:58, 17 September 2007 (UTC)
Just as in the external links section, it seems that the wikilinks section is being used to promote commercial software (and perhaps non-commercial software as well). This sort of stuff belongs in a category listing (like "software that uses global illumination"), since it doesn't really help seekers of information related Global Illumination. I think a way to find GI software is important, but not in the wikilinks area. And probably not in a list on the page - it's embarrassing that the internal and external links sections were about to become longer than the article itself. Maruchan ( talk) 19:07, 29 January 2008 (UTC)
This article redirects from Unbiased rendering but it doesn't even make any mention of unbiased versus biased techniques: That's pretty terrible ;) Errantkid ( talk) 16:03, 28 October 2009 (UTC)
The Faked Global Illumination section really needs some help. It's pretty much unreadable. —Preceding unsigned comment added by 12.52.185.30 ( talk) 13:32, 6 April 2010 (UTC)
I'm wondering about the scene used to render the images, is it a common test scene? In that case, what is it called and where can I find it? I am creating a list of common 3D test models (still work to do there though...). — Kri ( talk) 01:00, 18 July 2011 (UTC)
It seems to me very uninformative to show a few different ways how to rewrite an equation. Methods to me mean the method of solution. For example inversion and iteration are both used for radiosity which is a quadrature method at heart(geometric discretisation and integrate), inversion is how one would solve radiosity equations if they didn't care about efficiency at all and it's not used in any real method. Also the Statistical methods biased/unbiased. And of course the numerous approximations that usually involve discretisation in a different way like splitting radiance field into point lights for example. Three equations with incorrect comments following them is not doing it justice. -TimW
Hello fellow Wikipedians,
I have just modified 2 external links on Global illumination. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes:
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Cheers.— InternetArchiveBot ( Report bug) 03:38, 13 January 2017 (UTC)