Building on Radiometry
In the previous lecture, we established the fundamental radiometric quantities. Now we’ll use them to derive the rendering equation.
Recall from fig.radiometry-diagram the geometric setup. The irradiance equation eq.irradiance gave us:
And radiance eq.radiance extended this to directional quantities:
The Rendering Equation
The rendering equation describes how light bounces through a scene:
This equation (eq.rendering) states that outgoing radiance equals emitted radiance plus reflected radiance from all incoming directions.
Note: For a complete mathematical derivation of the rendering equation from first principles, see Derivation D1: Rendering Equation Derivation.

As shown in fig.rendering-diagram, we integrate over the hemisphere of incoming directions. Each incoming ray’s contribution depends on:
- The BRDF (bidirectional reflectance distribution function)
- The incoming radiance (which we learned about in eq.radiance)
- The cosine term
Path Tracing
Path tracing solves eq.rendering by Monte Carlo integration. We randomly sample directions from the hemisphere and average their contributions.
Try hovering over the cross-page references above to see previews from lecture 1! The geometric foundations from fig.radiometry-diagram directly inform how we set up the rendering equation shown in fig.rendering-diagram.
We can always refer fig.lol for the same.