Optics Optimization Laboratory — Simulator №1

Light Rendering Simulator

A single point on the sphere solves the rendering equation in real-time: L₀ = f_r(p, ωᵢ, ω₀) · E(p) — the incident irradiance multiplied by the material response. Tweak the parameters and observe the pure calculation, not an approximation.

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Render — Center Point
SPP: 1/px LIVE GGX · SCHLICK
Light Distance (d)3.0 m
Source Intensity (Φ)40 W
Light Elevation45°
Light Azimuth-25°
Roughness (α)0.30
Material
E(p)
Local Irradiance
0.00 W·m⁻²
F(θ)
Fresnel Term
0.00
D(h)
GGX Distribution
0.00
L₀
Outgoing Radiance
0.00
Notation: E = irradiance (W·m⁻²) · F(θ) = reflected fraction via Schlick approx · D(h) = normal distribution of microfacets (GGX) · L₀ = outgoing radiance at the center point, towards the camera. Educational model derived from Digital Rendering Engineering, Vol. 1 — The Physics of Light, J.M. Sage.