If we had a light source inside or behind a surface and we were viewing the surface from the other side, would we use a technique similar to alpha-blending to figure out how much light passed through based on the transparency of the surface, and would multiple semi-transparent surfaces be treated similarly to how we treat colors in alpha-blending?
Also, would light passing through different mediums like water or maybe hot air also have a different intensity, or would we try to capture that effect by adding some noise to the rays that we send through that medium to simulate refraction?
I noticed that all of these models are in 2d. Are similar models often applied in 3d as well (so that the distribution is a function of two angles instead of one)?
How generalizable are these models? They seem to be very specific to the particular actual lights in a certain building; if we changed a small attribute of the real light source, would we have to create a completely new diagram?
@joshzhanson true I bet there are different methods depending on the realism desired for the light passing through different mediums. Adding some noise would seem like the fast trick to getting a good enough result.