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The implementation of a realistic renderer always has some basic element of physical simulation or emulation — some computation which resembles or abstracts a real physical process.
The term "physically-based" indicates the use of physical models and approximations that are more general and widely accepted outside rendering. A particular set of related techniques have gradually become established in the rendering community.
The basic concepts are moderately straightforward, but intractable to calculate; and a single elegant algorithm or approach has been elusive for more general purpose renderers. In order to meet demands of robustness, accuracy, and practicality, an implementation will be a complex combination of different techniques.
Rendering research is concerned with both the adaptation of scientific models and their efficient application.
The rendering equation
Main article: Rendering equation
This is the key academic/theoretical concept in rendering. It serves as the most abstract formal expression of the non-perceptual aspect of rendering. All more complete algorithms can be seen as solutions to particular formulations of this equation.
L_o(x, \vec w) = L_e(x, \vec w) + \int_\Omega f_r(x, \vec w', \vec w) L_i(x, \vec w') (\vec w' \cdot \vec n) d\vec w'
Meaning: at a particular position and direction, the outgoing light (Lo) is the sum of the emitted light (Le) and the reflected light. The reflected light being the sum of the incoming light (Li) from all directions, multiplied by the surface reflection and incoming angle. By connecting outward light to inward light, via an interaction point, this equation stands for the whole 'light transport' — all the movement of light — in a scene.
The Bidirectional Reflectance Distribution Function
The Bidirectional Reflectance Distribution Function (BRDF) expresses a simple model of light interaction with a surface as follows:
f_r(x, \vec w', \vec w) = \frac{dL_r(x, \vec w)}{L_i(x, \vec w')(\vec w' \cdot \vec n) d\vec w'}
Light interaction is often approximated by the even simpler models: diffuse reflection and specular reflection, although both can be BRDFs.
Geometric optics
Rendering is practically exclusively concerned with the particle aspect of light physics — known as geometric optics. Treating light, at its basic level, as particles bouncing around is a simplification, but appropriate: the wave aspects of light are negligible in most scenes, and are significantly more difficult to simulate. Notable wave aspect phenomena include diffraction — as seen in the colours of CDs and DVDs — and polarisation — as seen in LCDs. Both types of effect, if needed, are made by appearance-oriented adjustment of the reflection model.
Visual perception
Though it receives less attention, an understanding of human visual perception is valuable to rendering. This is mainly because image displays and human perception have restricted ranges. A renderer can simulate an almost infinite range of light brightness and color, but current displays — movie screen, computer monitor, etc. — cannot handle so much, and something must be discarded or compressed. Human perception also has limits, and so doesn't need to be given large-range images to create realism. This can help solve the problem of fitting images into displays, and, furthermore, suggest what short-cuts could be used in the rendering simulation, since certain subtleties won't be noticeable. This related subject is tone mapping.
Mathematics used in rendering includes: linear algebra, calculus, numerical mathematics, signal processing, monte carlo.
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