 | [TOC] Chapter 11: Light Sources |  |
Light sources play a critical role in ray tracing as they determine how light interacts with objects in a scene, affecting the overall illumination and appearance of surfaces. In ray tracing, light emission is modeled to simulate various types of light sources, each contributing differently to the rendering process. Here, we will explore the concepts of light emission, different types of lights, and how to implement them in JavaScript.
In ray tracing, light sources are entities that emit light, illuminating objects in a scene and influencing their appearance based on the material properties. The interaction of light with surfaces defines how they are shaded and how shadows are cast. Ray tracing simulates the path of light as rays that bounce off surfaces, providing realistic rendering of images.
 | Light Emission |  |
Light emission refers to the way light is generated and emitted from a source. In ray tracing, this is typically quantified using a radiance function that describes how light intensity varies with direction and wavelength. The radiance \( L \) can be mathematically expressed as:
\[
L(\theta, \phi) = \frac{d^2\Phi}{dA \, d\omega}
\]
where:
\( d\Phi \) is the amount of light emitted,
\( dA \) is the area from which light is emitted,
\( d\omega \) is the solid angle.
 | Implementing Lights |  |
To implement light sources in a ray tracing system, we typically define a base class for lights, from which specific types of lights will inherit. Each light type will have its own methods to calculate the light intensity and contribution to a pixel based on its position, direction, and other properties.
Here's a basic JavaScript implementation for a light source base class:
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