Computer graphics
The rendering equation, and why PBR feels heavier
One integral explains shadows, reflections, GI, and the whole vocabulary of physically based rendering.
Rays, triangles and depth decide what is visible, but not the radiance leaving each visible surface. In 1986, James Kajiya published an influential rendering equation that formalized how emission and reflected light contribute; it remains a foundation, not a guarantee that a rendered scene is physically correct.
L_o(x, ω_o) = L_e(x, ω_o) // emitted
+ ∫_Ω f_r(x, ω_i, ω_o) // how the surface scatters
· L_i(x, ω_i) // light arriving from ω_i
· (n · ω_i) dω_i // cosine: tilt matters
// L_o outgoing radiance
// L_e emitted (a lamp, not a wall)
// f_r BRDF — the material
// L_i incoming light; it may include light reflected from other surfaces
// n·ω cosine factor; Ω is the hemisphere above the surfaceRead the terms as a model for outgoing radiance. Common rendering effects are approximations or special cases of this model:
· Direct lighting evaluates the contribution from emitters; an ideal point light reduces this part to an explicit direction, while an area light still needs integration or sampling.
· The `n · ω_i` cosine factor (over the upper hemisphere) makes grazing light contribute less for a diffuse surface.
· The full equation is recursive when incoming radiance includes light reflected from other surfaces; solving those bounces is global illumination.
· Different BRDF models describe diffuse and glossy scattering; roughness changes the angular distribution rather than replacing one universal function.
· An ideal mirror is represented by a delta-like BRDF concentrated at the reflected direction, not an ordinary smooth function.
The outer per-pixel rendering loop can stay the same, but its shading step now evaluates or estimates a physical scattering model. This costs more and may be noisy. Physical plausibility still depends on the accuracy of the geometry, materials, lighting, camera and numerical estimate.
Why is the rendering equation recursive?
What does energy conservation protect against?
Rendering equation
L_o = L_e + ∫ f_r · L_i · (n·ω) dω.
BRDF (f_r)
The material: how incoming light is scattered into outgoing.
Cosine term
n·ω — glancing light contributes less than head-on light.
Monte Carlo
Estimate an integral from samples; variance-reduction methods manage noise and error.
Review cards
Rendering equation
L_o = L_e + ∫ f_r · L_i · (n·ω) dω.
BRDF (f_r)
The material: how incoming light is scattered into outgoing.
Cosine term
n·ω — glancing light contributes less than head-on light.
Monte Carlo
Estimate an integral from samples; variance-reduction methods manage noise and error.
Sources for this lesson
Below are the references, editions and original links for further reading and checking.
James T. Kajiya
SIGGRAPH 1986, ACM SIGGRAPH Computer Graphics 20(4), pp. 143–150
渲染方程的原始论文。整篇很短,是整个物理渲染的地基。
BookPhysically Based Rendering: From Theory to Implementationfree
Matt Pharr, Wenzel Jakob, Greg Humphreys
4th edition
第 4 版新增 GPU 光线追踪、光谱渲染、volumetric 光传输,采样算法也大改。全书免费在线。
Tomas Akenine-Möller, Eric Haines, Naty Hoffman
4th edition
实时渲染的参考手册。第 4 版新增 VR/AR 一章,并覆盖全局光照与曲线曲面。配套站点持续更新书目。
Where this is heading
Physically Based Rendering: From Theory to Implementation
4th edition
第 4 版新增 GPU 光线追踪、光谱渲染、volumetric 光传输,采样算法也大改。全书免费在线。
SIGGRAPH 1986, ACM SIGGRAPH Computer Graphics 20(4), pp. 143–150
渲染方程的原始论文。整篇很短,是整个物理渲染的地基。
Lights up these nodes in the hub:b-04 · b-05