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In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. It was simultaneously introduced into computer graphics by David Immel et al.〔 〕 and James Kajiya〔 〕 in 1986. The various realistic rendering techniques in computer graphics attempt to solve this equation. The physical basis for the rendering equation is the law of conservation of energy. Assuming that ''L'' denotes radiance, we have that at each particular position and direction, the outgoing light (Lo) is the sum of the emitted light (Le) and the reflected light. The reflected light itself is the sum from all directions of the incoming light (Li) multiplied by the surface reflection and cosine of the incident angle. == Equation form == The rendering equation may be written in the form : is the direction of the outgoing light * at time , from a particular position * * to at time * may be sampled at or integrated over sections of the visible spectrum to obtain, for example, a trichromatic color sample. A pixel value for a single frame in an animation may be obtained by fixing motion blur can be produced by averaging over some given time interval (by integrating over the time interval and dividing by the length of the interval). Note that a solution to the rendering equation is the function . The function is related to via a ray-tracing operation: The incoming radiance from some direction at one point is the outgoing radiance at some other point in the opposite direction. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Rendering equation」の詳細全文を読む スポンサード リンク
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