THE RENDERING EQUATION Flashcards

1
Q

Lo(x,ωo,λ,t)

A

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)

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2
Q

Le(x, ωo,λ,t)

A

Represents the emitted light from point x along ωo
So if point x is a light source

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3
Q

Li(x,ωi,λ,t)

A

Light (i for incident or incoming) arriving at point x from elsewhere

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4
Q

fr(x, ωi, ωo)

A

Bidirectional reflectance distribution function (BRDF)
A function that modifies the incidence light modeled off point x

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5
Q

( -ωi . n)

A

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

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6
Q

Integral Ω

A

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

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7
Q

Solving the rendering equation

A

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

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8
Q

Which visual effects are naturally modelled by the rendering equation

A

Depth of field, motion blur, fluorescene and phosphorescnece

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