THE RENDERING EQUATION Flashcards
Lo(x,ωo,λ,t)
The spectral radiance arriving along ω0 from point x
ω0 = represents light out of the scene - o for out
Spectral radiance takes in the wavelength(λ) and the time (t)
Le(x, ωo,λ,t)
Represents the emitted light from point x along ωo
So if point x is a light source
Li(x,ωi,λ,t)
Light (i for incident or incoming) arriving at point x from elsewhere
fr(x, ωi, ωo)
Bidirectional reflectance distribution function (BRDF)
A function that modifies the incidence light modeled off point x
( -ωi . n)
Dot product of the surface normal and the incidence light at point x
Essentially taking into account the angle at which the incidence light hits - if it is along the plane its effect is 0
because dot product is the cosine f
Integral Ω
We are integrating over the sum of all ω so taking into account all incidence and emitted light at point x
big omega represents the hemisphere of all these light rays
Solving the rendering equation
We cannot actually solve the rendering equation because there will be an infinite number of light rays incidence and emitted
Infinitely recursive, all lights arrived at x because they arrived from elsewhere - have to backtrack to that point and again and again and all points are affected by each other
Which visual effects are naturally modelled by the rendering equation
Depth of field, motion blur, fluorescene and phosphorescnece