Home | Lehre | Videos | Texte | Vorträge | Software | Person | Impressum, Datenschutzerklärung |
(pure) Ray tracing | (pure) Radiosity | |
Mirrors | yes | no |
Specular highlights [Glanzlichter] | only computed "locally" | no |
Diffuse reflections | only computed "locally" | computed "globally", but only for perfectly diffuse behavior |
Shadows | always hard, because light sources are point-like or emit parallel light rays | always soft, because light sources are extended |
Indirect illumination | no | yes |
Transparency | yes, but light can only be refracted between the object and the viewer, not between the light source and the object | no |
Caustics | no, because diffuse contribution is only computed "locally" | no, because there is no refraction |
View dependency | yes, because specular highlights and mirrors are incorporated | no; result can be "baked" to a texture for real-time walkthroughs |
Parallel computation | compute different pixels in parallel | solve radiation equilibrium using parallel computation |
Application | glass and chrome | architecture: realistic interiors |