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