The Light Path Notation is a notation used for ray tracing techniques in rendering. It specifies the type of light path from the light source to the virtual observer (eye), including reflections that may appear along the way. Different light path types are distinguished by the order in which they intersect diffuse or specular surfaces.
Notation
The light path notation was introduces 1990 by Paul Heckbert. It is based on regular expressions and uses the following symbols:
Furthermore, the following usual symbols of regular expressions also apply:
The reason to differentiate between diffuse (D) and specular (S) surface hits is that they may require different techniques for correct handling. Depending on the rendering algorithm, only certain types of light paths can be simulated. The easiest case of a diffuse surface is a surface that obeys Lambert's cosine law and the easiest case for a specular surface is a smooth dielectric, whose reflections or refraction coefficients can be calculated with the Fresnel equations. For general lighting models, which can include "glossy" reflections, the boundary between diffuse and specular is not clearly defined.
Typical Light Paths The light path notation can be used to express the capabilities of a rendering algorithm. Some examples are shown in the following table:
Expansion Eric Veach expanded the light path notation in his dissertation, especially for E and L, so that the start and end point, as well as the quantity of incident/outgoing directions, can be specular or diffuse. With these expanded regular expressions it is possible to define different kinds of light sources (e.g. directional spotlight, point light or luminous sphere), as well as different camera types (e.g. pinhole camera or cameras with depth of field).
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