2008

algorithms. 3ds Max offers two global illumination algorithms as an integral
part of its production rendering system: ray-tracing and radiosity.
Before an explanation of how ray-tracing and radiosity work, its useful to
understand how light is distributed in the physical world. Consider, for
example, the room shown in the illustration below.
Kitchen lit by two lights
This kitchen above has two light sources. One theory of light considers the
light in terms of discrete particles called photons, that travel from the light
source until they encounter some surface in the kitchen. Depending on the
surface material, some of these photons are absorbed and others are scattered
back out into the environment. The fact that photons traveling at a particular
wavelength are absorbed while others are not is what determines the color of
the surface.
Surfaces that are very smooth reflect the photons in one direction, at an angle
equal to the angle at which they arrive at the surface, the angle of incidence.
These surfaces are known as specular surfaces, and this type of reflection is
known as specular reflection. A mirror is an example of a perfectly specular
surface. Of course, many materials display some degree of both specular and
diffuse reflection.
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