02_user_tutorials:20_light:01_first_steps:20_basic-spectral-light-modeling
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| 02_user_tutorials:20_light:01_first_steps:20_basic-spectral-light-modeling [2025/12/10 17:37] – ↷ Page moved from 02_user_tutorials:20_light:20_basic-spectral-light-modeling to 02_user_tutorials:20_light:01_first_steps:20_basic-spectral-light-modeling gaetan | 02_user_tutorials:20_light:01_first_steps:20_basic-spectral-light-modeling [2026/03/20 17:23] (current) – Tim | ||
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| These three core aspects of light simulation—global and local illumination models, and light sources—are the base for any light simulation. When it comes to spectral light simulations, | These three core aspects of light simulation—global and local illumination models, and light sources—are the base for any light simulation. When it comes to spectral light simulations, | ||
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| Note: The hardware requirement for performing GPU-based ray tracing is a programmable graphics card with OpenCL support. For example, any Nvidia card will do well, whereas older versions of integrated Intel cards—as they are often used in laptops—are not suitable for this. GPUFlux supports multiple GPU units and CPUs working in parallel at the same time. The use of multiple devices as well as the use of the CPU needs to be activated within the Preferences of the Flux renderer; see image below. | Note: The hardware requirement for performing GPU-based ray tracing is a programmable graphics card with OpenCL support. For example, any Nvidia card will do well, whereas older versions of integrated Intel cards—as they are often used in laptops—are not suitable for this. GPUFlux supports multiple GPU units and CPUs working in parallel at the same time. The use of multiple devices as well as the use of the CPU needs to be activated within the Preferences of the Flux renderer; see image below. | ||
02_user_tutorials/20_light/01_first_steps/20_basic-spectral-light-modeling.txt · Last modified: 2026/03/20 17:23 by Tim
