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Graphics Rendering Equations

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Global Illumination

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Global illumination accounts for both the light which arrives directly from a light source and the light that has been scattered or reflected from other surfaces.

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Bidirectional Reflectance Distribution Function (BRDF)

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The BRDF defines how light is reflected at an opaque surface, describing the relation between the incoming light and the reflected radiance.

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Refraction

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Refraction occurs when light passes through a transparent material, bending due to the change in speed caused by a difference in material density (index of refraction).

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Subsurface Scattering

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Subsurface scattering is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits at a different location.

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Ambient Light

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Ambient light represents a fixed intensity light source that affects all objects in the scene equally, often used to approximate the effect of global illumination.

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Absorption

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Absorption refers to the process where material takes in light and converts it to other forms of energy, such as heat, reducing the amount of light reflected or transmitted.

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Irradiance

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Irradiance is the power of electromagnetic radiation per unit area (surface). It is the measure of incoming light on a surface.

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Reflection

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Reflection in rendering is the return of light from the surface back to the environment, which can be specular (mirror-like) or diffuse (scattered), and is defined by the material properties.

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Shadowing

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Shadowing refers to the absence of direct light due to the obstruction by an object, which can affect the visibility and intensity of lighting on surfaces.

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Radiance

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Radiance is the amount of light that passes through or is emitted from a particular area, and falls within a given solid angle. It is a measure of the perceived power of light.

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Emission

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Emission represents the light produced by an object itself rather than reflected light, contributing directly to the radiance seen by the observer.

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Local Illumination

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Local illumination only considers the light which interacts directly with the surface, ignoring indirect scattering and global effects such as reflections and refractions.

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Diffuse Reflection

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Diffuse reflection is the reflection of light from a surface such that an incident ray is scattered at many angles rather than at just one angle as in the case of specular reflection.

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Specular Reflection

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Specular reflection is the mirror-like reflection of light (or of other waves) from a surface, where each incident ray is reflected at a single angle.

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Fresnel Effect

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The Fresnel effect describes the phenomenon where the amount of reflection varies depending on the angle of incidence and the material's refractive index.

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