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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 | Photo-realistic vs. Physically-based Rendering
Photo-realistic rendering places emphasis on the appearance of its
output rather than the techniques used to derive it. Anything goes,
basically, as long as the final image looks nice. There is no
attempt to use physically realistic values for the light sources
or the surface reflectances. In fact, the light sources themselves
often have physically impossible characteristics like 1/r falloff (as
opposed to 1/r^2) or there is a lot of ambient lighting that comes from
nowhere but somehow manages to illuminate the room. (You are probably
saying, "Hey! Doesn't Radiance use an ambient term?" The answer is
yes, but only as a final approximation to the interreflected component.
The renderers I'm talking about use the ambient level as a main source
of illumination!) Also, surfaces typically have color but there is no
reflectance given, so all the surfaces appear to have roughly the same
brightness.
Such numerical shortcuts are often just conveniences provided so the
user can get results easily and quickly without having to worry about
fussy details, like where to put the light sources and what to use
for reflectances. As you might expect, there is a penalty paid besides
meaningless values, and that is fake-looking images. Have you noticed
how these renderings always look pastel and glowing? You're seeing
the visual equivalent of AM radio.
Physically-based rendering, on the other hand, follows the physical
behavior of light as closely as possible in an effort to *predict*
what the final appearance of a design will be. This is not an
artist's conception anymore, it is a numerical simulation. The
light sources start in the calculation by emitting with a
specific distribution, and the simulation computes the reflections
between surfaces until the solution converges. The most popular
technique for this computation is usually referred to as "radiosity",
or flux transfer, and it does this by dividing all the surfaces into
patches that exchange light energy within a closed system. This type
of calculation is limited for the most part to simple scenes with
diffuse surfaces where the visibility calculation and the solution
matrix are manageable.
Radiance, in contrast to most flux transfer methods, uses ray tracing
to follow light in the reverse direction and does not require the same
discretization as radiosity techniques. This has significant
advantages when the scene geometry is complex, and permits the modeling
of some specular interactions between surfaces. In general, Radiance
is faster than radiosity if the scene contains more than a few thousand
surfaces or has significant specularity.
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