Glossary · Light performance

Light Return

Also called Light Return shares

Light Return sorts each point of a face-up stone by the direction its light came from. Its four classes, direct, indirect, contrast and leakage, together cover the whole face-up stone.

In more detail

The shares depend on geometry alone: there is no Fresnel loss, no dispersion and no absorption. The light map draws the four classes in color. Industry maps such as the ASET map work on the same idea.

How we measure it

The simulator traces the map face-up and orthographic. It classes each ray by the elevation its light came from, above the girdle plane. Contrast is 75° and up, direct 45° to 75°, and indirect below 45°. The simulator's shares come from a 160 × 160 render with one ray per pixel, rounded to whole percent. The Brightness & Tilt Analysis and the Cut Grading Tool use the same zones.

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