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Kray - user manual version 1.

Global illumination renderer

User manual
LightWave edition

V1.0

Written by Grzegorz Tański


© 2004 MindBerries
All rights reserved

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Kray - user manual version 1.0

Table of contents
Table of contents ................................................................................................ 2
Installation......................................................................................................... 5
Options............................................................................................................... 6
General tab ...................................................................................................... 6
Photons tab ...................................................................................................... 8
FG tab ............................................................................................................. 9
Misc tab ........................................................................................................... 9
About tab ....................................................................................................... 11
Tutorials ........................................................................................................... 13
Photon mapping .............................................................................................. 13
Introduction ................................................................................................. 13
Photons tracing ............................................................................................ 14
First pass irradiance approximation ................................................................. 14
Second pass irradiance approximation ............................................................. 15
Caustics ...................................................................................................... 16
All together.................................................................................................. 16
Autophotons ................................................................................................ 17
Irradiance caching ........................................................................................... 18
How does it work? ........................................................................................ 18
No caching................................................................................................... 18
Irradiance caching on .................................................................................... 19
Pixel order, prerendering and irradiance oversampling ....................................... 20
Sample density............................................................................................. 21
Vocabulary ....................................................................................................... 23

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Features

Kray is not just a plug-in. It is a complete rendering system that can render even if you
don’t have LightWave installed on your computer. Kray reads LightWave scene/object
files directly. That means not all of the original LightWave features will work. You also
can’t expect that all LightWave’s plug-ins will work with Kray, especially plug-ins LW uses
at rendering time. However, such solution has many advantages as well. Kray is not
limited to LW architecture and provides you powerful features not to be found in LW.

Supported LightWave features:

Geometry:
- polygons

Textures:
- multi-layer textures
- image maps
- blending modes: normal, additive, subtractive, difference, multiply, divide,
alpha

Lights:
- ambient, distant, point, spot, linear, area

Animation:
- hierarchy
- bones, weight maps

Specific Kray features:

Supported platforms
- Windows

Global Illumination
- full global illumination, includes all ways of light transport
- photon mapping, a number of ray bounces has small influence on rendering
speed
o good for scenes with many ray reflections
o autophotons system allows to use photon mapping easily
- path tracing, fast when the number of ray bounces is small
- irradiance gradients, interpolates irradiance to save rendering time, works
correctly with reflection and refraction (where shading noise reduction fails)
- fast caustics using photon maps
- reusable GI data for animations where the only moving object is the camera

Lights
- any object can be a light source that illuminates other objects even if GI is
disabled
- fast rendering without noise
- fast image based lighting (HDRI)

Importance sampling
- gives a huge speed up when rendering scenes with a large number of rays
recursion

Ray differentials
- better texture antialiasing

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- correct texture filtering for refracted and reflected rays

Enhanced camera
- spherical, fisheye projection modes
- built-in texture baker
- depth of field with user-definable lens image

Sampling
- under sampling saves CPU time
- over sampling to eliminate aliasing
- regular grid, adaptive sampling, stochastic sampling antialiasing methods

Input/Output
- image input: BMP, PNG, JPG, HDR, TGA
- image output: BMP, HDR, PNG, TGA

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Installation
Download .zip file with and unpack it to directory you want have Kray installed.
Make sure you are not running LightWave and click Install icon. Install utility will copy
all necessary files to LightWave’s plug-ins dir and inform LW that there is a new plug-in.
Now you can run Layout and start Kray. Go to Master Plug-ins (Scene tab) and select
Add Layout or Scene Master. There should be Kray on the list.
You can add new button to Layout’s GUI that runs Kray. To do so go to Edit Menu
Layout (Alt+F10) find Kray render (it is in Plug-ins submenu) and add it to your
interface.

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Options
When you run Kray plug-in for LightWave you see a dialog box (Figure 1). All
options in user interface are divided into tabs.

General tab
The figure below shows what the tab General looks like. Its divided into five
sections. The first section defines the models used for rendering.

Figure 1. General tab.

Diffuse model allows you to choose how diffuse surface should be computed. You have
the following options:

Local
Local illumination only. No global illumination, but you can optionally turn on
Caustics.

Photons estimate
Global illumination based on photons density. In most cases used as
approximation of GI for final gathering, however, it can also be used as a final GI solution
(see Photon mapping tutorial for details). The options available are: Direct unfiltered
(shows locations of photons), Direct filtered (first pass photons estimate),
Precomputed irradiance (second pass photons estimate).

Photon mapping
Global illumination using photon maps (see Photon mapping tutorial for details).
You can turn on and off Caustics and Cache irradiance checkbox.

Path tracing
Global illumination using path tracing. Caustics and Cache irradiance checkbox are
available.

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Luminosity model tells Kray how Luminosity should be computed. In LightWave


luminosity is just a color. A surface like that does not illuminate anything if the radiosity
is disabled. In Kray you have a choice. Your luminosity surface can really illuminate other
objects even if GI is disabled (Luminosity model: Compute as direct) or you can make
it a colored surface (Luminosity model: Compute as indirect) which will illuminate other
objects only if GI is on. If you are using GI these setting is also important. If your
luminosity light is large and not very bright (cloudy sky dome for example) you will
achieve faster rendering using Indirect computation method. If, however, your
luminosity light source is small and very bright you should use Direct computation
method to avoid strong noise on the image. Kray can automatically switch between
Direct & Indirect light model. Select Luminosity model: Automatic, the Threshold
field will appear. Now surfaces that have luminosity lower then a threshold value will be
computed indirectly. Surfaces with luminosity value higher then a threshold will be
computed directly.

Area lights can be computed in two ways. Either by the use of the optimized algorithm
for rectangular lights, in which case every light is computed separately (Compute
separately) or computing them with luminosity lights (Compute with luminosity). The
former is best for scenes with not so many area lights. If there are numerous area lights
in a scene it can be more effective to compute the area lights with luminosity.

Area lights visibility allows you to see a light. In LW area lights illuminates surfaces,
but you cannot see them directly. This option enables you to make lights visible directly.

Double sided check box allows you to make area light single or double sided. If your
area lights illuminate the scene from one side only, make them single sided (uncheck this
option) and in so doing save many precious photons in you GI simulation.

Shared GI for all frames. If you are rendering a walk through the animation where
lighting conditions remain unchanged from frame to frame you should turn on this
option. This tells Kray that there is no need to recomputed GI data for every single
frame.

Global illumination file this option is enabled when Shared GI for all frames is on.
This allows you to save all GI data to a file and use it in future renderings. For example if
you are preparing a walk across the animation and then some still images in high
resolution of the same scene you may use the same GI data stored in a file.

Output file(s) and Format are simply name of output file or a template for output files
(in case of rendering sequence of images) and the output file(s) format. Gamma and
Exposure are parameters for converting Kray’s internal high dynamic range pixel format
to low dynamic range. They are active if selected file format is low dynamic range.

Input gamma and Exposure have similar meaning as output gamma and exposure.
They refer to low dynamic range textures that Kray need to load and convert to its
internal high dynamic range. If textures are stored in HDR files, these parameters are
meaningless.

Prerender percentage says how many pixels are to be rendered before actual
rendering. This option can reduce artifacts while using irradiance gradients. Details can
be found in Irradiance caching tutorial. Using this option without irradiance gradients
unnecessary slows down rendering process.

Pixel order allows user to select order of pixels appearing on screen. This option have
influence on quality and rendering time if combined with Irradiance caching.

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Undersample factor and threshold. Undersampling is a technique that can save some
CPU time needed to perform rendering. This works as follows. In the first pass the image
is sampled with lower resolution (Undersample factor defines how low) then user have
selected and if difference between neighbor pixel values exceeds threshold image is
locally sampled with higher resolution.

Render single and Render sequence starts rendering process for single frame or
animation respectively.

!!! Important note: Kray saves scene and objects data before
rendering!

Kray is a standalone renderer and read all data from files stored on disk, so these data
must be saved on disk before rendering. By default copy of your scene file is saved in
Temp directory so original scene file is not overwritten. You can change that by
unmarking Save scene copy option. If its unmarked, scene is saved in its original file
and overwritten without warning.
Objects also must be saved to disk before rendering. They are always saved in their
original locations and files are overwritten. You are asked a confirmation before objects
are being saved, but this can be turned of (in case You think it is annoying) by marking
Auto confirm checkbox.

Photons tab
This tab contains settings for photon mapping global illumination. All those setting are
valid only if you choose Photon mapping or Photons estimate as Diffuse model.
The meaning of fields on this tab is described in the Photon mapping tutorial.

Figure 2. Photons tab

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FG tab
FG tab contains settings for final gathering. They are valid if you use global illumination
(path tracing or photon mapping). Some of them are only valid when you Cache
irradiance on tab General checkbox is set. Detailed information about meaning of
individual fields are described in the Irradiance caching tutorial.

Figure 3. FG tab

Misc tab
Misc tab looks as follows:

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Figure 4. Misc tab.


There are some miscellaneous Kray settings like camera options, antialiasing settings,
non-point lights accuracy.

Camera mode has the following options:

Perspective - classic rendering mode, perspective view.


Available options includes:
- Stochastic mode. In this mode every pixel is sampled many times (many rays
are sent). This mode renders antialiased image in one pass.
- Lens image, DOF target. Active when LW’s Depth of field is on. Lens
image allows you to use any image as virtual camera aperture. If not set
circle image is assumed. DOF target helps to focus DOF on desired object. If
set, focal point automatically adjusts to selected object position. If not set
standard LW Focal distance is used.

Spherical - panoramic render mode, also called longitude/altitude.

Fish eye – panoramic render mode, also called light probe.

Texture baker – this mode allows to bake lighting on textures. Two options are
available when this mode is selected. Object and UVname allows you to bake textures
on object you want.

Antialias allows you to choose between various antialiasing modes. Threshold value
defines how big difference must be between pixel and its neighbor pixels to classify a
pixel as “to be antialiased”.

None – no antialiasing.

Regular grid – Super samples pixels with regular grid that covers pixel area.

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Adaptive – Super samples pixel area adaptively. That means, pixels which
brightness differs a little from neighbor pixels are samples less densely then pixels with
high contrast to its neighbors.

Stochastic – Samples pixels stochastically. It starts with Rays min and continues
unless noise level is lower then Variance or Rays max is reached.

Enhanced regular grid, Enhanced adaptive, Enhanced stochastic works


similar to their non-enhanced equivalents, but when a pixel is classified as “to be
antialiased” it neighborhood is also super sampled to give better antialiasing. This
process is obviously slower then normal AA.

Area lights sets quality for area lights. Has meaning only if Area lights on tab General
is set to Compute separately. Threshold defines quality of sampling (the lower the
better). Recurse min and Recurse max sets minimum and maximum number of
recursions of adaptation. (higher values gives better quality)

Linear lights sets quality of linear lights. Meaning of fields is similar to Area lights
above.

Luminosity lights sets quality of sampling illumination of objects which surface has
non-zero Luminosity. If Area lights on general tab is set to Compute with luminosity
these values also sets quality of area lights. Note that to enable luminosity lights at all,
you need to select Luminosity model Compute as direct or Automatic.
Parameters of luminosity lights are similar to stochastic antialiasing. Sampling starts with
Rays min and continues unless noise level is lower then Luminosity lights threshold
or Rays max is reached.

Refl/Refr blurring samples defines number of samples and thus quality of reflection
and refraction blurring. Higher values gives better quality.

Max octree depth defines maximum depth for octal tree used for ray intersection
optimization.

!!! Important note: This parameter can have strong influence on


rendering time especially if your scene contains lots of polygons.

If your scene has many polygons increasing this value can reduce rendering time (but
making longer rendering initialization time).

About tab
This tab displays information about Kray version and author. There is a field that contains
directory where Kray rendering engine is installed.

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Figure 5.About tab

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Tutorials
Photon mapping
Introduction
Note: All files used in this tutorial can be found on www.kraytracing.com (Resources page, file:
tutorial_photon_maps.zip).

This tutorial explains how the photon mapping works. You don’t need to
understand everything here to be able to use photon maps in Kray (just rely on default
parameters), however, the more you know about how the algorithm works the better
(and sooner) results you achieve. First thing we need to do is to turn off autophotons
(for caustics, global photons and irradiance gradients. We will use manual settings
instead.
For a start let's create a typical GI test scene. It is simple and not very artistic,
but will nonetheless help you understand how photon mapping works (Figure 6).

Figure 6. scene1.lws rendered with LW (left) and Kray (right)

If you have Kray plug-in correctly installed in your LW, you should have no
problems with rendering this scene with Kray. Just click Kray render, select output file
name and click Render single. As you can see there are some differences between
those pictures. Kray’s default area light accuracy settings are more precise then LW’s.
Another difference is how Kray and LW renders glass (refracting surfaces in general).
Kray intersects not only the rays entering the refracting material but also those leaving
it, whereas LW intersects only the incoming rays.
OK, lets illuminate the scene globally. We must think about GI not as of an
“effect”, but as of a lighting simulation remaining in compliance with the laws of physics.
For our simulation to be correct, we first need to ensure that the light sources are in
order. By default LW sets ambient lighting on a scene to 25% and the default Light
Falloff for lights is turned Off. Go to the Lights tab in LW and change Amb intensity to
0%. You should also change Light falloff to Inverse Distance^2 for area light in this
scene. I also set Range/Nominal distance to 6m and increased Ray Recursion Limit
to 24 in LW’s Rendering Options. You might also uncheck Double sided in Kray’s
General tab checkbox to save some photons and time. Finally, set Gamma for output
file (on the same tab) to 2.2. The above gamma value is the key to achieving more
realistic images of GI scene on most displaying devices than the default value of 1.0. The
result can be seen on Figure 7.

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Figure 7. scene2.lws

Photons tracing
Now it’s time to send some photons. Go to General tab and switch Diffuse
model to Photons estimate. For start we just want to check whether there are enough
photons in the scene and we set Photons estimate to Direct unfiltered. In Photons
tab there is a field Global photons. It is a number of photos to be sent (Emitted) or
number of photons that should be stored (Recived) in the photon map. Figure 8 shows
some test renders with different number of global photons.

Figure 8. Photon locations for 2000, 20000, 200000,2000000 emitted photons.


Obviously a higher the number of photons gives better image quality. However,
better image means more CPU power required. Fortunately we don’t need to send 2
million photons to a scene to achieve good results. Because photons are just an
approximation of GI 20000 photons will be enough.

First pass irradiance approximation


Go to the General tab and switch Photons estimate to Direct filtered. Now
you can change photons filter radius and find out what its influence on a rendered image
is. There are many parameters that define distance On Photons tab. All those

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parameters are expressed in percents relative to a GI resolution and not in meters. GI


resolution field is common for Photons and FG tabs. This allows user easily change any
single parameter (by changing its percentage) as well as rescaling all GI parameters (by
changing GI resolution). For example the parameter responsible for global photons
filter radius is Global photons radius. It is expressed in percents, if Global photons
radius is set to 50% and GI resolution is 150mm that means that global photons filter
radius expressed in meters is 75mm (50% of 150mm).

Figure 9. Different filter radius. From the left 100mm, 500mm, 2m.
If you compare Figure 8 and Figure 9 you will see that increasing the filter size
and increasing number of photons reduces noise level on the image. Filtering is much
faster but blurs irradiance when large number of photons with small filter shows all
details. Note that this is still an approximation, there will be a final gather step. We don’t
need every detail here because this will be used only for computing indirect illumination.
Don’t worry that shadows and caustics are blurred on this image. Finally they will be
computed far more accurately. Finally 2m filter radius was chosen.
Sometimes photons density is high in some parts of a scene and low in the others.
In such situation the constant size of the filter does not work well. It is a much better
solution to adapt filter size to photons density. To enable this feature change Steps
value. When Steps is bigger then 1 renderer tries to find a filter size than contains N
photons inside starting with Min radius and increasing filter Steps time unless it
reaches Max radius.

Second pass irradiance approximation


This is a simple trick that saves a lot of CPU power. We take every Nth photon and
compute filtered irradiance at his location. This gives us two advantages. We don’t have
to compute filter for every pixel (we do this for every Nth photon) and our photon map
becomes smaller.
Switch Photons estimate to Precomputed irradiance. Figure 10 shows
precomputed irradiance for different Global precache.

Figure 10. Precomputed irradiance for Global precache=5,20,80. At last 20 was


chosen.

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Caustics
We have now adjusted all the parameters for global photon map. It's now time to
set up caustics. Best way to do it is to switch Diffuse model to Local and mark
Caustics checkbox. With default settings we will have the image displayed. Now we will
set Caustics photons radius which is the filter size for caustics photons. The filter for
caustics photons works the same way as the filter for global photons described in First
pass irradiance approximation.

Figure 11. Local illumination with caustics for relative filter size
25%(default),10% and 5%
Decreasing filter size without increasing number of photons leads to noise
appearing. If we decrease the filter size twice, we should increase the number of photons
four times (2 squared) to keep noise on the same level. So, if we choose 10% filter size
(which is 2.5 times lower than 25%) we should increase the number of photons 6.25
times.

Figure 12. Influence of number of photons to quality of caustics. From the left
image rendered with 100k photons (default value), 625k (6.25 times more than
default), 10M (100 times more than default).
If we decide the noise level is still not acceptable we can increase filter size or
send more caustic photons.

All together
Now it’s time to put everything together. Select Photon mapping as Diffuse
model and select Caustics and Cache irradiance. Irradiance caching has some number
of it own settings which are described in Irradiance caching tutorial. For the time being
we will rely on default settings. To create an image of really high quality we need to turn
on the antialiasing. Go to the Misc tab and choose some antialiasing algorithm (I have
chosen Adaptive).

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Figure 13. scene3.lws. Final settings.

Autophotons
Everything shown here can be done automatically. Simply enable autophotons.
Now renderer will analyze photon maps before actual render and set all rendering critical
parameters for you. There are some new parameters: Low, High, Dynamic. Fortunately
there is no need to change them for most scenes.
Low and High percentages are equivalents of Min and Max radius, but they are
expressed relatively to real photons density on scene. If Low value is to big, regions in
scene with high photons density (low radius) may contain to few (less then N) photons.
If High value is to little, areas with low photons density (big radius) will contain much
more photons then N. Setting Low value is to low and High to high will cause longer
rendering time.
Dynamic is equivalent of Steps, but it is automatically adapted to real distance
between regions of high and low photons density. That means if for example Dynamic is
set to 10 and density of photons is even on the scene, autophoton system will set Step
to 1. But in case the photons density vary in different scene locations Steps value may
be higher, but not bigger then 10. To low Dynamic value may appear as noise on
caustics. To high value may slow down rendering process.

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Irradiance caching
Note: All files used in this tutorial can be found on www.kraytracing.com (Resources page, file:
tutorial_irradiance_cache.zip).

Irradiance caching is a technique for interpolating irradiance on diffuse surfaces in


global illumination scenes. This technique used correctly can save a lot of rendering time
leaving resulting image unchanged.

How does it work?


In typical GI scene indirect illumination changes slowly on objects surfaces. There
is no need to compute indirect illumination by firing Final Gathering rays (which is very
CPU hungry) for every pixel of an image. We can compute irradiance only on a few points
(samples) on the surface and then interpolate between them.
This is how irradiance caching works. If a renderer asks irradiance cache engine
for irradiance value in some point on a surface, caching engine searches for irradiance
samples in the neighborhood. If it finds something, caching engine computes irradiance
based on the samples located in the neighborhood of the point. If the engine fails to find
samples, FG rays are fired and a new sample value is computed and added to the
irradiance samples database. Database of samples can be reused even for future frames
if lighting conditions are unchanged (the only moving object is the camera).
The user's task is defining when irradiance can be interpolated from existing
samples in the database and when Final Gathering rays are needed.

No caching
To explain how does the FG and irradiance caching works, we need a sample
scene. The image below was rendered using photon maps, without irradiance caching
with default Kray settings.

Figure 14.Scene rendered with photon mapping, no irradiance caching and


default FG settings (800 FG rays).

The quality is good. But it rendering lasts long. It’s time to go to FG tab. We will
reduce number of rays used to compute indirect illumination. This will for sure gave us
faster rendering. Change FG rays from default 800 to 20.

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Figure 15. Scene rendered using 20 FG rays.


We have saved a lot of time, but quality is not as good as it was before. This rule is when
we use irradiance caching or not. Large number of FG rays produces good images, but
slowly. Few FG rays renders fast, but at lower quality level.

Irradiance caching on
Lets set FG rays back to 800 and then in tab General mark Cache irradiance
checkbox.

Figure 16. Final gathering with irradiance caching. Default settings.

Image rendered much faster and the quality is good. This is because now irradiance is
computed only for some pixels of the image. For others it is interpolated from irradiance
values in neighborhood.
Lets see where irradiance is really computed (FG rays are fired) and where it is
interpolated. Go to a FG tab and set Show samples to Strong. Then pick a Color which
will indicate pixels where FG rays where fired. I have chosen red for good contrast.

Figure 17. Irradiance samples.

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As can be seen. The density of samples in uneven. At one point it depends on average
distance to other surfaces (length of FG rays), so density is high in corners and thin
cracks and low in open areas.

Pixel order, prerendering and irradiance oversampling

As I mentioned at the beginning, if there is a request for irradiance at some point of a


scene. Irradiance caching engine searches for a sample in neighborhood and if it finds
something irradiance is interpolated. Otherwise new sample is computed. Because
samples are computed on demand their locations depend on order of pixels. Images
below are rendered with different Pixel order (tab General).

scanline scanrow

random progressive

Figure 18. Irradiance samples location depending on pixel order.


Lets go back to scanline, reduce FG rays a little to show another issue with irradiance
caching.

Figure 19. Rendering with low number of FG rays.

Obviously image quality is low, but this shows how irradiance is interpolated from
samples. We can see half circles on the image – irradiance caching artifacts caused by

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low number of FG rays. We make them less visible using Prerendering. Go to tab
General and set Prerendering percentage to 50%.

Figure 20. Low number of FG rays and 50% prerendering.

As you can see artifacts didn’t disappear (more FG rays needed) artifacts are less visible
and rendering lasts only little longer. During final rendering step all irradiance samples
are already in irradiance database, so interpolation can rely on more samples. If you
increase Oversample value you can also make irradiance caching engine to rely on more
samples in interpolation. This will cause higher samples density but finer interpolation
between them.

Sample density

Setting Sample density number allows you to control density of irradiance


samples thus quality of image. Figure 21 shows how does it work.

Figure 21. Irradiance samples locations for 0.05,0.1,0.2 sample densities.

Sample density adjusts relation between average distance from specific point to
other surfaces and sample density in this point. Distance Min and Distance Max allows
to set minimum and maximum distance between samples.
B/D (Brightness/Density) is very useful in scenes with strong indirect
illumination. It says how density of samples depend on brightness of indirect lighting. To
demonstrate how it works, we need to change lighting conditions in our scene
(scene3.lws). Figure 22 shows how sample density depends on B/D value.

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Figure 22. Influence of B/D parameter to sample density. B/D values of


0%,100% and 300%.

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Vocabulary
Indirect illumination – part of illumination that on the way to a surface reflects from other
surface(s) at least once. This part of illumination is missing in the image if there is no
global illumination enabled in the renderer.

Direct illumination – part of illumination that reaches surface directly from the light
source. If there is no global illumination this is the only part of illumination seen.

Final gathering (FG) – process of computing final GI solution based on some


approximation of GI in the scene. This is the most time consuming part of GI
computations because for every point we need to compute irradiance, many rays (FG
rays) must be launched.

Photon – in computer graphics, model of real physical photon. Set of photons (a photon
map) can be used to estimate (compute) irradiance value at some point of a surface.

Photon map – set of photons stored in a data structure that allows fast photons
accessing. Photon maps are used to estimate (compute) irradiance value at some point
of a surface.

Irradiance – in physics, is the density of radiant flux incident on a given area, typically
measured as a unit of power per unit area (for example watts per square meter) (source:
Wikipedia - http://en.wikipedia.org/wiki/Main_Page ). Simply, it is a light energy that
arrives a surface.

Radiance – is a physical quantity used in the sphere of radiometry to measure the


intensity of a light beam, defined as power per unit solid angle per unit projected area
(source: Wikipedia - http://en.wikipedia.org/wiki/Main_Page ). Simply, it is a light energy
that leaves a surface (emitted or reflected).

BRDF – bi-directional reflectance distribution function. It is a relation between reflected


radiance to incoming irradiance. It includes material information such color (texture),
diffuseness, specularity, reflection etc.

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