The Rendering Equation (à la Kajiya - Siggraph 86)

An attempt to unify rendering so that all rendering had a basic model as a basis.

 where:


This is of course a recursive definition !

Complexity => practical solution are aproximations

View Independant statement of the problem


we can rewrite this equation as
where R is the linear integral operator

rearranging terms gives:

.


Local Reflection Models

.

only first 2 terms are used

X is the eyepoint

the g(epsilon) term is non-zero only for light sources

R1 operates on (epsilon) rather than g, so shadows are not computed

Basic Ray Tracing

Radiosity

  • by performing transformations outlined on page 293 of the text, we get

    The Extended Two-Pass Algorithm (Sillion 1989)

    .

  • uses the rendering equation as the basis
  • does not place the restriction Wollace does of making specular surfaces perfect planar mirrors

    The general equation used is:

  • the visibility function g is incorporated into the reflection operator R.
    
    p(x, x', x'') = pd(x') + ps(x, x', x'')
    
    bidirectional   diffuse    specular
    reflectivity
      function
    

    In the first pass, extended form factors are used to compute diffuse to diffuse interaction that has any number of specular transfers inbetween

    extended form factors: Diffuse - specular* - diffuse

    The 2nd pass uses standard ray tracing to compute specular transfer

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