The rendering equation may be written in the form
where
Two noteworthy features are: its linearity—it is composed only of multiplications and additions, and its spatial homogeneity—it is the same in all positions and orientations. These mean a wide range of factorings and rearrangements of the equation are possible. It is a Fredholm integral equation of the second kind, similar to those that arise in quantum field theory.3
Note this equation's spectral and time dependence — L o {\displaystyle L_{\text{o}}} 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 t ; {\displaystyle t;} motion blur can be produced by averaging L o {\displaystyle L_{\text{o}}} over some given time interval (by integrating over the time interval and dividing by the length of the interval).4
Note that a solution to the rendering equation is the function L o {\displaystyle L_{\text{o}}} . The function L i {\displaystyle L_{\text{i}}} is related to L o {\displaystyle L_{\text{o}}} 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.
Solving the rendering equation for any given scene is the primary challenge in realistic rendering. One approach to solving the equation is based on finite element methods, leading to the radiosity algorithm. Another approach using Monte Carlo methods has led to many different algorithms including path tracing, photon mapping, and Metropolis light transport, among others.
Although the equation is very general, it does not capture every aspect of light reflection. Some missing aspects include the following:
For scenes that are either not composed of simple surfaces in a vacuum or for which the travel time for light is an important factor, researchers have generalized the rendering equation to produce a volume rendering equation5 suitable for volume rendering and a transient rendering equation6 for use with data from a time-of-flight camera.
Immel, David S.; Cohen, Michael F.; Greenberg, Donald P. (1986). "A radiosity method for non-diffuse environments" (PDF). In David C. Evans; RussellJ. Athay (eds.). SIGGRAPH '86. Proceedings of the 13th annual conference on Computer graphics and interactive techniques. pp. 133–142. doi:10.1145/15922.15901. ISBN 978-0-89791-196-2. S2CID 7384510. 978-0-89791-196-2 ↩
Kajiya, James T. (1986). "The rendering equation" (PDF). In David C. Evans; RussellJ. Athay (eds.). SIGGRAPH '86. Proceedings of the 13th annual conference on Computer graphics and interactive techniques. pp. 143–150. doi:10.1145/15922.15902. ISBN 978-0-89791-196-2. S2CID 9226468. 978-0-89791-196-2 ↩
Watt, Alan; Watt, Mark (1992). "12.2.1 The path tracing solution to the rendering equation". Advanced Animation and Rendering Techniques: Theory and Practice. Addison-Wesley Professional. p. 293. ISBN 978-0-201-54412-1. 978-0-201-54412-1 ↩
Owen, Scott (September 5, 1999). "Reflection: Theory and Mathematical Formulation". Retrieved 2008-06-22. http://www.siggraph.org/education/materials/HyperGraph/illumin/reflect2.htm ↩
Kajiya, James T.; Von Herzen, Brian P. (1984), "Ray tracing volume densities", ACM SIGGRAPH Computer Graphics, 18 (3): 165–174, CiteSeerX 10.1.1.128.3394, doi:10.1145/964965.808594 /wiki/CiteSeerX_(identifier) ↩
Smith, Adam M.; Skorupski, James; Davis, James (2008). Transient Rendering (PDF) (Technical report). UC Santa Cruz. UCSC-SOE-08-26. http://classes.soe.ucsc.edu/cmps290b/Fall07/TransientRendering/ucsc-soe-08-26.pdf ↩