====== Global Illumination (GI) ====== ===== Description ===== Global Illumination is the collective name for a number of rendering algorithms that in at least some respect take the entire scene into consideration when doing lighting computations. There are also [[doc:localillumination|local illumination]] methods. Aqsis 1.0 is strictly a local illumination renderer, but global illumination effects can be simulated with very good results. In a real scene, not only the light sources emit light, but objects that are illuminated reflect a significant amount of light back into the scene, and that secondary light can in turn illuminate nearby objects. This can make some objects appear to take on a tint of the color of nearby objects, an effect known as //color bleeding//, and light also reaches parts of the scene that have no direct path to any light source. A very crude but still quite useful way of simulating at least some of this spreading of light is to define an //ambient light source//, which illuminates all surfaces in the scene regardless of their position or orientation. Shiny objects reflect the scene and each other, not just light sources. This can be simulated by //reflection maps//. Ordinary shadows are another effect that require the consideration of more than the object that is being shaded at the moment. Global illumination models generate correct shadows as a side effect, while a renderer that does not use a global illumination model needs to simulate shadows by generating //shadow maps// in a pre-processing step before the final rendering. In most scenes, the effects from interactions between objects are pronounced, and not simulating them will often yield a flat and unrealistic look in a CG image. ===== Requirements ===== * Aqsis 1.0 and higher have shadow maps, reflection maps and simple ambient light sources. * Aqsis 1.0 and higher also implements [[doc:ao|ambient occlusion]], a better but slower simulation of ambient light. * For Aqsis 1.2, support is planned for [[doc:rt|ray tracing]], a true global illumination rendering method. ===== Examples =====