Computer Graphics: Why Raytracers Treat Light as Particles

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Computer graphics programs, particularly raytracers, primarily treat light as a particle rather than a wave due to the simplicity of the mathematics involved. This approach is effective because most real-world surfaces are scaled in a way that makes wave effects, such as edge and slit phenomena, negligible in typical rendering scenarios. However, if the goal is to simulate the visual perception of smaller creatures, like ants, which may be more sensitive to wave properties of light, a different approach would be necessary to accurately represent their experience.
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Why do computer graphics programs like raytracers treat light almost exclusively as a particle rather than a wave?
 
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The mathematics is a lot simpler. I speak from experience.
 
And since nearly all surfaces in real life are scaled such that edge and slit effects are not noticeable, it serves little point in accounting for them anyway.

Now, if we wanted to simulate what an ant sees, that would be a different story.
 
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