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6 votes
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Difference betwen Rendering Equation, Lighting model, Ray Tracing, Global Illumination and Shadows?

The rendering equation aims to describe what the light distribution for a specific scene is, under several assumptions. The most important assumption is that we are working in a geometrical optics ...
lightxbulb's user avatar
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3 votes
Accepted

Rendering Fluid Simulations?

Here's a more complete answer from the extent of my knowledge. A sort of brief overview you can google more about. I'm sure I didn't cover all the different techniques but most branch off the ...
Andrew Wilson's user avatar
2 votes

Pixel density / color channel depth ratio for dithered gradients

There has been quite some research into this using Barten contrast sensitivity function. It is the current formula behind the Dolby Perceptual Quantizer as featured in SMPTE 2084 and HDR10. This, ...
troy_s's user avatar
  • 318
2 votes

Problem with definition of BSDF and radiance

Specular, Color, Fresnel BSDF of purely specular surfaces is zero almost everywhere and infinite in one point [...] how do you know what is the reflectance of the surface at that point? From the ...
geometrian's user avatar
  • 1,980
1 vote

FLOP - exact definition

Just to add to whychmaster's reply, in my experience, on a GPU, a floating-point operation, when used in quoting FLOPS (floating-point operations per second) benchmark figures will refer to Addition (...
Simon F's user avatar
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1 vote

Problem with definition of BSDF and radiance

The Rendering Equation First thing first, the rendering equation in its solid angle formulation in vacuum is: $$L(x,\omega) = L_e(x,\omega) + \int_{S^2} f(x, \omega_i, \omega_o) L(r(x,\omega), -\omega)...
lightxbulb's user avatar
  • 2,226

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