High School How would someone see light from something like a flashlight in a tunnel?

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    Light Reflection
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SUMMARY

The discussion centers on simulating light behavior from a flashlight in a tunnel, particularly focusing on diffuse and specular reflections in graphics programming. Participants emphasize the importance of understanding how different wall materials affect light visibility, with a recommendation to explore ray tracing applications for accurate simulation. The conversation highlights the need for clarity in the original question and suggests that a graphics forum may provide more targeted insights into rendering techniques. Overall, the discussion underscores the complexity of light simulation in graphics and the necessity of specialized knowledge.

PREREQUISITES
  • Understanding of diffuse and specular reflections in graphics programming
  • Familiarity with ray tracing techniques and applications
  • Basic knowledge of rendering engines and their operation
  • Concepts of light behavior in different environments (e.g., tunnels, reflective surfaces)
NEXT STEPS
  • Research ray tracing applications such as Blender or Unreal Engine for light simulation
  • Learn about the differences between diffuse and specular reflection in rendering
  • Explore the physics of light propagation in various materials
  • Investigate how to implement a custom rendering engine for realistic light effects
USEFUL FOR

Graphics programmers, game developers, and anyone interested in realistic light simulation and rendering techniques.

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TL;DR
Light Refraction
What I mean is that how would someone see light from something like a flashlight in a tunnel? The idea of light rebounding like a ball against a wall I do understand. What I would like to apply this to is graphics programming. the objects that I would simulate this for are puddles on the floor and copper connectors. The puddles are quite thin of course. I thought since I would ask for a physics answer I would not go to a graphics forum.
 
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Where do puddles factor in?
 
DaveC426913 said:
Where do puddles factor in?
Diffuse and specular reflections need different treatment.

There are many ray tracing apps that can do this for you.
 
sophiecentaur said:
Diffuse and specular reflections need different treatment.

There are many ray tracing apps that can do this for you.
Sure, I'm just trying to figure out what the OP is trying to achieve - or even ask. What does a flashlight in a tunnel have to do with specular reflections for example?

And what do they mean by "I would simulate this"? Are they writing their own rendering engine? If not, why these questions?

We need clarity.
 
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DaveC426913 said:
What does a flashlight in a tunnel have to do with specular reflections for example?
A tunnel with a matt black wall would be the most trivial case with only light directly from the flashlight reaching the observer. Very reflective walls would produce many images of the lamp (as in a kaleidoscope) due to the specular reflections. A mixture of the two could be well worth simulating if you wanted an appearance of reality in a game or demo.
 
AI_Messiah said:
I thought since I would ask for a physics answer I would not go to a graphics forum.
Honestly, I would recommend going to a graphics forum (or programming forum), as graphical ray tracing is a very specialized process that is handled somewhat differently than you might expect. Namely that rays are often calculated as being emitted from the camera and traveling to various parts of the scene, which is reverse from the way that real light works.
 
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Drakkith said:
Honestly, I would recommend going to a graphics forum
Agreed. A graphics forum would help you to select the appropriate bits of Physics to get the job done. PF could flood you with stuff that's not needed for your requirements.
 

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