Rendering equation explained

In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. It was simultaneously introduced into computer graphics by David Immel et al. and James Kajiya in 1986. The various realistic rendering techniques in computer graphics attempt to solve this equation.

The physical basis for the rendering equation is the law of conservation of energy. Assuming that L denotes radiance, we have that at each particular position and direction, the outgoing light (Lo) is the sum of the emitted light (Le) and the reflected light (Lr). The reflected light itself is the sum from all directions of the incoming light (Li) multiplied by the surface reflection and cosine of the incident angle.

Equation form

The rendering equation may be written in the form

Lo(x,\omegao,λ,t)=Le(x,\omegao,λ,t)+Lr(x,\omegao,λ,t)

Lr(x,\omegao,λ,t)=\int\Omegafr(x,\omegai,\omegao,λ,t)Li(x,\omegai,λ,t)(\omegain)\operatornamed\omegai

where

Lo(x,\omegao,λ,t)

is the total spectral radiance of wavelength

λ

directed outward along direction

\omegao

at time

t

, from a particular position

x

x

is the location in space

\omegao

is the direction of the outgoing light

λ

is a particular wavelength of light

t

is time

Le(x,\omegao,λ,t)

is emitted spectral radiance

Lr(x,\omegao,λ,t)

is reflected spectral radiance

\int\Omega...\operatornamed\omegai

is an integral over

\Omega

\Omega

is the unit hemisphere centered around

n

containing all possible values for

\omegai

where

\omegain>0

fr(x,\omegai,\omegao,λ,t)

is the bidirectional reflectance distribution function, the proportion of light reflected from

\omegai

to

\omegao

at position

x

, time

t

, and at wavelength

λ

\omegai

is the negative direction of the incoming light

Li(x,\omegai,λ,t)

is spectral radiance of wavelength

λ

coming inward toward

x

from direction

\omegai

at time

t

n

is the surface normal at

x

\omegain

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\thetai

.

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.[1]

Note this equation's spectral and time dependence —

Lo

may be sampled at or integrated over sections of the visible spectrum 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

Lo

over some given time interval (by integrating over the time interval and dividing by the length of the interval).[2]

Note that a solution to the rendering equation is the function

Lo

. The function

Li

is related to

Lo

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:

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[3] for use with data from a time-of-flight camera.

References

  1. Book: Watt. Alan. Watt. Mark . Advanced Animation and Rendering Techniques: Theory and Practice. limited. 1992. Addison-Wesley Professional. 978-0-201-54412-1. 293. 12.2.1 The path tracing solution to the rendering equation.
  2. Web site: Owen . Scott . Reflection: Theory and Mathematical Formulation . September 5, 1999 . 2008-06-22.
  3. Adam M.. Smith . Skorupski, James . Davis, James. Transient Rendering. UCSC-SOE-08-26. UC Santa Cruz. 2008 .

External links