Caustics and Global Illumination
All previous scenes used local illumination: every rendered point on an object surface or in a volume computes the amount of light that reaches it by querying each light source in turn, and adding up the contributions. This method only considers direct illumination because the light travels directly, in a straight path, from the light source to the illuminated point. Occlusion by shadow-casting objects in that path are considered.
KeywordsSpecular Reflection Direct Illumination Global Illumination Photon Volume Local Illumination
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