Light is made up of colors (e.g., red, green and blue). As rays travel around a scene (akin to real light rays) - they bounce around and mix.
As rays travel through the scene - there are techniques used for calculating the light transport and rendering - each provide pros and cons to manage efficiency and realism.
Comparison of Models
Each model has its strengths and weaknesses, and modern rendering engines often combine them for optimal results.
Model
Primary Principle
Best For
Additive
Accumulates light contributions
Explicit light sampling, dark scenes
Multiplicative
Attenuates light progressively
Physically-based rendering, general use
Combined Additive-Multiplicative
Combines attenuation with accumulated contributions
Challenging lighting (caustics, indirect light)
Photon Mapping
Photon density accumulation
Caustics, complex light interactions
Bidirectional Path Tracing
Combines additive & multiplicative models
Difficult lighting scenarios, indirect and direct paths
Volumetric Models
Integrates contributions in media
Fog, smoke, water
Metropolis Light Transport
Probabilistic path refinement
Complex lighting, caustics
Light Tracing
Traces from light sources
Bright/directional lighting, caustics
Instant Radiosity
Virtual point light sampling
Approximate global illumination
Additive and multiplicative models are the two most popular models; with white light multiplicative models most commonly used in modern path tracing renderers, as it is more directly aligned with the principles of physically based rendering (PBR). This approach accurately simulates how light interacts with materials, including energy conservation, realistic reflections, and light attenuation. It forms the foundation of most unidirectional path tracers, where rays are traced from the camera and bounce around the scene. Then again, additive models are frequently used in other techniques like bidirectional path tracing (BDPT) or light tracing, where rays are traced both from the camera and from light sources. Additive methods are useful for scenes with difficult lighting conditions, such as caustics or dimly lit areas.
There are also cases when you can combine both additive and multiplicative models in hybrid solutions (like LuxCoreRender or V-Ray) these combined methods are used for specialized cases with challenging lighting conditions.
Compare the two main models (additive and multiplicative)
Aspect
White Light (Multiplicative)
Black Light (Additive)
Initial Light
Starts at maximum intensity (white).
Starts with zero intensity (black).
Light Interaction
Attenuates light by multiplying BRDF.
Adds light contributions via BRDF.
Direct Lighting
Indirectly simulated.
Can explicitly sample light sources.
Indirect Lighting
Handled through recursive bounces.
Gathered via recursive ray contributions.
Reflection Handling
Multiplies reflected light color.
Adds reflected light color.
Refraction/Transmission
Simulates color filtering via attenuation.
Adds transmitted light to the pixel.
Noise
Higher noise in dark regions.
Better convergence in dark areas.
Performance
May require more samples to converge.
Potentially faster convergence with MIS.
Path Tracing with White Light (Multiplicative Model)
Starts with a ray of white light (maximum intensity) emitted from the camera and progressively multiplies it by the reflective, transmissive, or emissive properties of surfaces encountered along the path.
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