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- 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.
-