6
votes
Accepted
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 ...
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 ...
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, ...
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 ...
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 (...
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)...
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