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computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David Immel et al. and James Kajiya in 1986. The equation is important in the theory of physically based rendering, describing the relationships between the bidirectional reflectance distribution function (BRDF) and the radiometric quantities used in rendering. The rendering equation is defined at every point on every surface in the scene being rendered, including points hidden from the camera. The incoming light quantities on the right side of the equation usually come from the left (outgoing) side at other points in the scene ( ray casting can be used to find these other points). The radiosity rendering method solves a discrete approximation of this system of equations. In distributed ray tracing, the integral on the right side of the equation may be evaluated using Monte Carlo integration by randomly sampling possible incoming light directions. Path tracing improves and simplifies this method. The rendering equation can be extended to handle effects such as
fluorescence Fluorescence is one of two kinds of photoluminescence, the emission of light by a substance that has absorbed light or other electromagnetic radiation. When exposed to ultraviolet radiation, many substances will glow (fluoresce) with colore ...
(in which some absorbed energy is re-emitted at different wavelengths) and can support transparent and translucent materials by using a bidirectional scattering distribution function (BSDF) in place of a BRDF. The theory of path tracing sometimes uses a ''path integral'' (integral over possible paths from a light source to a point) instead of the integral over possible incoming directions.


Equation form

The rendering equation may be written in the form :L_(\mathbf x, \omega_, \lambda, t) = L_(\mathbf x, \omega_, \lambda, t) + L_(\mathbf x, \omega_, \lambda, t) :L_(\mathbf x, \omega_, \lambda, t) = \int_\Omega f_(\mathbf x, \omega_, \omega_, \lambda, t) L_(\mathbf x, \omega_, \lambda, t) (\omega_\cdot\mathbf n) \operatorname d \omega_ where *L_(\mathbf x, \omega_, \lambda, t) is the total spectral radiance of wavelength \lambda directed outward along direction \omega_ at time t, from a particular position \mathbf x *\mathbf x is the location in space *\omega_ is the direction of the outgoing light *\lambda is a particular wavelength of light *t is time *L_(\mathbf x, \omega_, \lambda, t) is emitted spectral radiance *L_(\mathbf x, \omega_, \lambda, t) is reflected spectral radiance *\int_\Omega \dots \operatorname d\omega_ is an
integral In mathematics, an integral is the continuous analog of a Summation, sum, which is used to calculate area, areas, volume, volumes, and their generalizations. Integration, the process of computing an integral, is one of the two fundamental oper ...
over \Omega *\Omega is the unit hemisphere centered around \mathbf n containing all possible values for \omega_ where \omega_\cdot\mathbf n > 0 *f_(\mathbf x, \omega_, \omega_, \lambda, t) is the bidirectional reflectance distribution function, the proportion of light reflected from \omega_ to \omega_ at position \mathbf x, time t, and at wavelength \lambda *\omega_ is the negative direction of the incoming light *L_(\mathbf x, \omega_, \lambda, t) is spectral radiance of wavelength \lambda coming inward toward \mathbf x from direction \omega_ at time t *\mathbf n is the surface normal at \mathbf x *\omega_ \cdot \mathbf n is the weakening factor of outward irradiance due to incident angle, as the light flux is smeared across a surface whose area is larger than the projected area perpendicular to the ray. This is often written as \cos \theta_i. Two noteworthy features are: its linearity—it is composed only of multiplications and additions, and its spatial homogeneity—it is the same in all positions and orientations. These mean a wide range of factorings and rearrangements of the equation are possible. It is a Fredholm integral equation of the second kind, similar to those that arise in
quantum field theory In theoretical physics, quantum field theory (QFT) is a theoretical framework that combines Field theory (physics), field theory and the principle of relativity with ideas behind quantum mechanics. QFT is used in particle physics to construct phy ...
. Note this equation's spectral and
time Time is the continuous progression of existence that occurs in an apparently irreversible process, irreversible succession from the past, through the present, and into the future. It is a component quantity of various measurements used to sequ ...
dependence — L_ may be sampled at or integrated over sections of the
visible spectrum The visible spectrum is the spectral band, band of the electromagnetic spectrum that is visual perception, visible to the human eye. Electromagnetic radiation in this range of wavelengths is called ''visible light'' (or simply light). The optica ...
to obtain, for example, a trichromatic color sample. A pixel value for a single frame in an animation may be obtained by fixing t; motion blur can be produced by averaging L_ over some given time interval (by integrating over the time interval and dividing by the length of the interval). Note that a solution to the rendering equation is the function L_. The function L_ is related to L_ via a ray-tracing operation: The incoming radiance from some direction at one point is the outgoing radiance at some other point in the opposite direction.


Applications

Solving the rendering equation for any given scene is the primary challenge in realistic rendering. One approach to solving the equation is based on finite element methods, leading to the radiosity algorithm. Another approach using Monte Carlo methods has led to many different algorithms including path tracing, photon mapping, and Metropolis light transport, among others.


Limitations

Although the equation is very general, it does not capture every aspect of light reflection. Some missing aspects include the following: * Transmission, which occurs when light is transmitted through the surface, such as when it hits a
glass Glass is an amorphous (non-crystalline solid, non-crystalline) solid. Because it is often transparency and translucency, transparent and chemically inert, glass has found widespread practical, technological, and decorative use in window pane ...
object or a
water Water is an inorganic compound with the chemical formula . It is a transparent, tasteless, odorless, and Color of water, nearly colorless chemical substance. It is the main constituent of Earth's hydrosphere and the fluids of all known liv ...
surface, * Subsurface scattering, where the spatial locations for incoming and departing light are different. Surfaces rendered without accounting for subsurface scattering may appear unnaturally opaque — however, it is not necessary to account for this if transmission is included in the equation, since that will effectively include also light scattered under the surface, * Polarization, where different light polarizations will sometimes have different reflection distributions, for example when light bounces at a water surface, * Phosphorescence, which occurs when light or other
electromagnetic radiation In physics, electromagnetic radiation (EMR) is a self-propagating wave of the electromagnetic field that carries momentum and radiant energy through space. It encompasses a broad spectrum, classified by frequency or its inverse, wavelength ...
is absorbed at one moment and emitted at a later moment, usually with a longer wavelength (unless the absorbed electromagnetic radiation is very intense), * Interference, where the wave properties of light are exhibited, *
Fluorescence Fluorescence is one of two kinds of photoluminescence, the emission of light by a substance that has absorbed light or other electromagnetic radiation. When exposed to ultraviolet radiation, many substances will glow (fluoresce) with colore ...
, where the absorbed and emitted light have different wavelengths, * Non-linear effects, where very intense light can increase the
energy level A quantum mechanics, quantum mechanical system or particle that is bound state, bound—that is, confined spatially—can only take on certain discrete values of energy, called energy levels. This contrasts with classical mechanics, classical pa ...
of an
electron The electron (, or in nuclear reactions) is a subatomic particle with a negative one elementary charge, elementary electric charge. It is a fundamental particle that comprises the ordinary matter that makes up the universe, along with up qua ...
with more energy than that of a single photon (this can occur if the electron is hit by two photons at the same time), and emission of light with higher frequency than the frequency of the light that hit the surface suddenly becomes possible, and * Doppler effect, where light that bounces off an object moving at a very high speed will get its wavelength changed: if the light bounces off an object that is moving towards it, the light will be blueshifted and the photons will be packed more closely so the photon flux will be increased; if it bounces off an object moving away from it, it will be redshifted and the photon flux will be decreased. This effect becomes apparent only at speeds comparable to the speed of light, which is not the case for most rendering applications. For scenes that are either not composed of simple surfaces in a vacuum or for which the travel time for light is an important factor, researchers have generalized the rendering equation to produce a ''volume rendering equation'' suitable for volume rendering and a ''transient rendering equation''{{Cite tech report, first=Adam M., last=Smith , author2=Skorupski, James , author3=Davis, James, title=Transient Rendering, number=UCSC-SOE-08-26, institution=UC Santa Cruz, year=2008 , url=http://classes.soe.ucsc.edu/cmps290b/Fall07/TransientRendering/ucsc-soe-08-26.pdf for use with data from a time-of-flight camera.


References


External links


Lecture notes
from Stanford University course CS 348B, ''Computer Graphics: Image Synthesis Techniques'' Computer graphics