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p'
dA
n'
n
r
p
Figure 1.4. Solid angle of quadrilateral as visible from point p .
1.3.2 Material and Lighting Models
After deriving the principal integral (equation (1.4)) for light rendering, we as-
sume that the light area is well defined and therefore possible to integrate. For
simplification we restrict our reasoning to simple shapes—a sphere, a disk, and a
rectangle—which are relatively easy to integrate and compute.
Our light is defined by the following parameters:
position,
orientation,
outgoing light radiance in lumens,
shape type (sphere, disk, rectangle),
dimensions.
With those parameters we can instantly calculate L in lumens. We need to find
a way to solve or approximate the integral from equation (1.4). To simplify the
problem, let us look at the generalized physically based BRDF combining diffuse
and specular reflectance models:
f r ( p,ω o i )= k d + k s ,
(1.5)
where k d is the diffuse light model and k s is the specular model.
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