Point light
A light source that radiates equally in all directions from a single point, dimming with distance.
Models a bare bulb or a candle flame: an infinitely small point emitting light spherically. Intensity falls off with distance — ideally by the inverse-square law (1/d²) — though real-time engines usually clamp it to zero past a set radius to avoid shading surfaces the light can't reach. A shadow-casting point light needs a cube shadow map covering six directions, which makes it costlier than a directional light.
The point light is the oldest and most common dynamic source in 3D graphics. A room full of them long pushed engines onto deferred shading or clustered shading, since forward rendering otherwise had to test every light against every surface.