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Rendering (computer graphics)
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=== The rendering equation === {{Main|Rendering equation}} This is the key academic/theoretical concept in rendering. It serves as the most abstract formal expression of the non-perceptual aspect of rendering. All more complete algorithms can be seen as solutions to particular formulations of this equation. : <math>L_o(x, \omega) = L_e(x, \omega) + \int_\Omega L_i(x, \omega') f_r(x, \omega', \omega) (\omega' \cdot n) \, \mathrm d \omega'</math> Meaning: at a particular position and direction, the outgoing light (L<sub>o</sub>) is the sum of the emitted light (L<sub>e</sub>) and the reflected light. The reflected light being the sum of the incoming light (L<sub>i</sub>) from all directions, multiplied by the surface reflection and incoming angle. By connecting outward light to inward light, via an interaction point, this equation stands for the whole 'light transport'{{snd}} all the movement of light{{snd}} in a scene.
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