Illumination is an important concept in visual arts.
The illumination of the subject of a drawing or painting is a key element in creating an artistic piece, and the interplay of light and shadow is a valuable method in the artist's toolbox. The placement of the light sources can make a considerable difference in the type of message that is being presented. Multiple light sources can wash out any wrinkles in a person's face, for instance, and give a more youthful appearance. In contrast, a single light source, such as harsh daylight, can serve to highlight any texture or interesting features.
Processing of illumination is an important concept in computer vision and computer graphics.
Color or colour is the visual perceptual property corresponding in humans to the categories called blue, green, red, etc. Color derives from the spectrum of light interacting in the eye with the spectral sensitivities of the light receptors. Color categories and physical specifications of color are also associated with objects or materials based on their physical properties such as light absorption, reflection, or emission spectra. By defining a color space colors can be identified numerically by their coordinates.
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
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 not only the light that comes directly from a light source, but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not.
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 use Monte Carlo algorithms, which handle all types of light paths, typical radiosity only account for paths which leave a light source and are reflected diffusely some number of times before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints.
An optical mouse is a computer mouse which uses a light source, typically a light-emitting diode (LED), and a light detector, such as an array of photodiodes, to detect movement relative to a surface. Variations of the optical mouse have largely replaced the older mechanical mouse design, which uses moving parts to sense motion.
Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. Daylighting is sometimes used as the main source of light during daytime in buildings. This can save energy in place of using artificial lighting, which represents a major component of energy consumption in buildings. Proper lighting can enhance task performance, improve the appearance of an area, or have positive psychological effects on occupants.
Shading refers to the depiction of depth perception in 3D models or illustrations by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light.
In radiometry, photometry, and color science, a spectral power distribution (SPD) measurement describes the power per unit area per unit wavelength of an illumination. More generally, the term spectral power distribution can refer to the concentration, as a function of wavelength, of any radiometric or photometric quantity.
Architectural lighting design is a field of work or study that is concerned with the design of lighting systems within the built environment, both interior and exterior. It can include manipulation and design of both daylight and electric light or both, to serve human needs.
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 integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources, and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs.
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 methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values.
3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.
A line source, as opposed to a point source, area source, or volume source, is a source of air, noise, water contamination or electromagnetic radiation that emanates from a linear (one-dimensional) geometry. The most prominent linear sources are roadway air pollution, aircraft air emissions, roadway noise, certain types of water pollution sources that emanate over a range of river extent rather than from a discrete point, elongated light tubes, certain dose models in medical physics and electromagnetic antennas. While point sources of pollution were studied since the late nineteenth century, linear sources did not receive much attention from scientists until the late 1960s, when environmental regulations for highways and airports began to emerge. At the same time, computers with the processing power to accommodate the data processing needs of the computer models required to tackle these one-dimensional sources became more available.
Underwater vision is the ability to see objects underwater, and this is significantly affected by several factors. Underwater, objects are less visible because of lower levels of natural illumination caused by rapid attenuation of light with distance passed through the water. They are also blurred by scattering of light between the object and the viewer, also resulting in lower contrast. These effects vary with wavelength of the light, and color and turbidity of the water. The vertebrate eye is usually either optimised for underwater vision or air vision, as is the case in the human eye. The visual acuity of the air-optimised eye is severely adversely affected by the difference in refractive index between air and water when immersed in direct contact. Provision of an airspace between the cornea and the water can compensate, but has the side effect of scale and distance distortion. The diver learns to compensate for these distortions. Artificial illumination is effective to improve illumination at short range.
Computer-generated holography (CGH) is the method of digitally generating holographic interference patterns. A holographic image can be generated e.g. by digitally computing a holographic interference pattern and printing it onto a mask or film for subsequent illumination by suitable coherent light source.
In computer graphics and geography, the illumination angle of a surface with a light source is the angle between the inward surface normal and the direction of light. It can also be equivalently described as the angle between the tangent plane of the surface and another plane at right angles to the light rays. This means that the illumination angle of a certain point on Earth's surface is 0° if the Sun is precisely overhead and that it is 90° at sunset or sunrise.
The stereo, stereoscopic or dissecting microscope is an optical microscope variant designed for low magnification observation of a sample, typically using light reflected from the surface of an object rather than transmitted through it. The instrument uses two separate optical paths with two objectives and eyepieces to provide slightly different viewing angles to the left and right eyes. This arrangement produces a three-dimensional visualization of the sample being examined. Stereomicroscopy overlaps macrophotography for recording and examining solid samples with complex surface topography, where a three-dimensional view is needed for analyzing the detail.
A condenser is an optical lens which renders a divergent beam from a point source into a parallel or converging beam to illuminate an object.
Polarizing organic photovoltaics (ZOPV) is a concept for harvesting energy from Liquid crystal display screens, developed by engineers from UCLA. This concept enables devices to use external light and the LCD screen's backlight using photovoltaic polarizers. Photovoltaic polarizers convert this light into electricity which can be used to power the device. This concept also provides multifunctional capability to devices with LCD screens as they act as photovoltaic devices and also as polarisers.