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

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    Light Reflection
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The discussion centers on how light from a flashlight can be visualized in a tunnel, particularly in relation to graphics programming. Key points include the distinction between diffuse and specular reflections, which require different treatment in simulations. Participants suggest that ray tracing applications can effectively handle these visualizations, but clarity on the original intent of the question is needed. The conversation emphasizes the importance of understanding the physics behind light behavior in graphics, recommending that the original poster consult a graphics forum for more specialized advice. Overall, the interaction highlights the complexities of simulating realistic lighting in digital environments.
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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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