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The Rendering Equation
Key nodes:
Kajiya's "the rendering equation" which introduces the integral equation for radiance, suggests MCMC solution, introduces importance sampling.
Tzu Mao's diffrt.pdf and PhD thesis. Shows that under mild assumptions the integral operator introduced by Kajiya has piecewise differentiable kernel with discontinuities at edges. Consequence: differentiability in the weak sense, edges contribute as delta-functions, triangles are modeled as products of three Heaviside functions, Tzu Mao suggests combining usual samples of triangles' interior with sampling edge points. Only silhouette edges are sampled, as far as I understand.
Some basics on the pipeline and how shaders work: see "Intro to DXR" in the links.
…
Kajiya'86
– radiance passed from to .
– geometry term, depends on distance, visibility, and, apparently, the media; unless is visible from .
– emmitance term; light emmited (by a light source) from to .
– scattering term; density of distribution of light scattered from to through ; usually realized by some Bidirectional Reflectance Distribution Function (BRDF) that depends on the vector pointing towards lightsource and vector towards viewer:
– radiance scattered from to through .
Far as I understand, equations should be refined to account for wavelengths, which are ignored in the paper; in equation on the wiki, depends on wavelength .
Operator form:
Can be rewritten as:
If , the inverse operatoris given by (converging) Neumann series:
and the solution:
Note that in this series expansion:
term stands for the direct light,
is the once-scattered light,
is the -times scattered light.
Kajiya claims that in cases of interest the is indeed and series is convergent.
Materials and approximations
Lambertian/ideal diffuse
Light is scattered uniformly in all directions and intensity depends only on the cosangle betwen light direction and surface normal– not on direction of scattered ray.
This is in Kajiya's model,with the surface normal at .
Whitted
is the sum of two "delta functions" (deltas not in but in angles, AFAIU) – one for reflection, one for refraction – and the diffuse term
Gravity-based ray (beam) tracing, AKA Interstellar's Gargantua blackhole
Kip Thorne and Double Negative team implemented a custom renderer that traces beams of rays (paths and shapes) back in time, along geodesics of general-relativistic spacetime. The beam is initiated as shooting from the eye into a pixel-sized disc on the screen. That's some cool twist between VFX and differential geometry.