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Questions tagged [theory]

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3
votes
1answer
137 views

Rendering Fluid Simulations?

I've read about Lagrangian and Eulerian fluid simulations and here's what I take from their methods: Lagrangian - Simulating fluid particles by calculating displacement for each particle Eulerian - ...
5
votes
1answer
167 views

Pixel density / color channel depth ratio for dithered gradients

Dithering increases percieved color depth by adding a "noise" to an image on transform from high color depth (e.g. 32-bit floating point) to lower color depth (e.g. 8-bit integer). A prerequisite is ...
10
votes
0answers
373 views

Problem with definition of BSDF and radiance

When I was reading theory behind physical based rendering I noticed that definition of BSDF and radiance has some problems. For example BSDF of purely specular surfaces is zero almost everywhere and ...
17
votes
1answer
312 views

Why integrate over a hemisphere (and not a sphere) to solve the rendering equation?

In most text books that I have seen, this is how the rendering equation is written: $$L_0( \omega_0)= L_e(\omega_0)+\int_{\Omega}{f(\omega_i, \omega_0)L_i(\omega_i)\,\mathrm{d}\omega_i}$$ Where $\...