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      • Programming
        • Game
        • WebGL
      • Creation
        • Modelling
          • 3D Primitives
          • Basics
        • Photogrammetry
          • Gaussian Splatting, a volumetric technique for Real-Time 3D Rendering
          • Photogrammetry Software
        • Lighting
        • Materials
          • Materials
          • PBR
        • Optics
          • Neural
          • Reinhard
          • A (brief) Intro to Optics
          • Color Matching
          • Color Space
          • Foveated
          • Fresnel
          • Gamut Mapping
          • Holography
          • Kajiya
          • Light Transport Models
          • Material
          • Refraction Angles
          • Rendering Techniques
          • Vision
      • Formats
        • Alembic
        • BVH
        • DAE
        • DGW
        • DXF
        • FBX
        • gLTF / GLB
        • IFC
        • kSPLAT
        • LAS
        • LAZ
        • OBJ
        • PLY
        • SPLAT
        • USD
      Renderlab.cc

      On this page

      • General
      • Light and Matters
      • Lenses
      • Color Science
      • Mathematics
      • Illusions
      • Emerging
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      Optics

      General

      Light Transport Models Rendering Techniques Material and Shaders Vision and Perception

      Light and Matters

      Reflection and Refraction Radiometry vs. Photometry BRDF BSDF Atmospheric effects
      PBR (Albedo, roughness, metallic, and normal maps) Subsurface Scattering Anisotropy Anisotropy Thin-Film Interference

      Lenses

      Pinhole Model Shading Distortion Depth Of Field High Dynamic (HDR) Range

      Color Science

      Color Space Color Matching Functions Gamut Mapping reinhard Tone Mapping

      Mathematics

      Refraction Angles Fresnel Equation Light Transport (Kajiya's equation)

      Illusions

      Cel Shading Optical Flow (Motion Blur) Moiré Patterns

      Emerging

      Neural Rendering Foveated Rendering Holograhy