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Chapter 5 Rendering in <strong>SketchUp</strong><br />

Finally, as you likely have observed multiple times before, light has the tendency to become<br />

dimmer the farther away we are from its source. Imagine looking along a street <strong>with</strong> street<br />

lamps at night. This effect, called attenuation, means that light particles can’t travel forever—<br />

they lose energy the farther they travel. (See Figure 5.47 for an example.)<br />

As you can see in this brief description, materials and particularly surface qualities like<br />

color, reflectivity, and refractivity have a large impact on how light travels and how our natural<br />

environment becomes visible to our eyes or a camera lens.<br />

Photorealistic rendering software must be able to re-create these physical phenomena<br />

as accurately as possible. If we want our renderings to look like photos (or even better), then<br />

the software must be able to represent all of the aforementioned light and material properties<br />

as realistically as possible. However, it must be able to do that in a time frame that<br />

we as the users can live <strong>with</strong>. As you can imagine, any computational simulation of complex<br />

natural behaviors can be extremely resource-intensive. Therefore, rendering software is<br />

often designed to take some shortcuts that approximate the “correct” solution just to keep<br />

computation time low. It is a measure of good software that it is able to create high-quality<br />

renderings in a short amount of time.<br />

So how does rendering software work? Without getting too deeply into the technical<br />

details, it is fair to say that it basically works like nature, in that it uses light particles that travel<br />

through space. Depending on the computational approach, however, it may be more efficient<br />

to send out these particles “in reverse” from the viewer’s eye (i.e., the camera view), instead<br />

of from the light sources. Sometimes a combination of both techniques is used.<br />

When these particles meet a surface, the software queries the surface material’s properties<br />

and modifies the particle’s color, direction, and intensity to reflect the material’s absorptive, reflective,<br />

or refractive properties before sending the light particle back on its way. (See Figure 5.6.)<br />

Figure 5.6: Ray-tracing light particles from the viewer’s eye<br />

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