The Rendering Equation (à la Kajiya - Siggraph 86)
An attempt to unify rendering so that all rendering had a basic model as a 
  basis. 
 
 

  where: 
  -  
    I ( x , x' ) is the intensity of light passing from point x' to point 
      x.
-  
    g ( x , x' ) is the visibility between x and x'. If they are occluded, 
      this is zero, otherwise it varies as the inverse square of the distance 
      between them. The part right to that expression is the : the "unoccluted 
      two point transport intensity". 
-  
    e ( x , x' ) is the transfer emittance from 
      x' to x. It is related to the intensity of any light self emitted by point 
      x' in the direction of x
-  
    r ( x , x' , x'' ) is the scattering term or 
      bidirectional reflectivity with respect to directions x' and x''. It is 
      the intensity of the energy scattered towards x by a surface point located 
      at x' arriving from point or directions x''. The "Unoccluted three-point 
      transport reflectance" Related to the BRDF
-  
    S represents all points on all surfaces in the scene 
-  
    i.e. the transport intensity from x' to x is the sum of emitted light 
      from x' to x and all light from x'' that eventually gets to x through x'.
This is of course a recursive definition !
Complexity => practical solution are aproximations
View Independant statement of the problem
  -  
    solutions can be view independant (radiosity) or not (raytracing)
we can rewrite this equation 
  as
   where R 
  is the linear integral operator
 where R 
  is the linear integral operator  
 rearranging terms gives:  
 
   
.  
 Local Reflection Models  
. 
only first 2 terms are used  
X is the eyepoint  
 
 
   
the g(epsilon) term is non-zero only for 
  light sources  
R1 operates on (epsilon) 
  rather than g, so shadows are not computed  
 Basic Ray Tracing  
 
 
   
 Radiosity  
by performing transformations outlined on page 
  293 of the text, we get
   
  
  
    - dB(x') is the radiosity of surface element 
      dx'  
    
- p0 is p( x , x' , 
      x'' ) and is constant  
    
- H(x') is the energy incident on the surface 
      element dx'  
  
 The Extended Two-Pass Algorithm (Sillion 
    1989)  
  
.  
uses the rendering equation as the basis  
does not place the restriction Wollace does 
  of making specular surfaces perfect planar mirrors  
   The general equation used is:
     
  
the visibility function g is incorporated into 
  the reflection operator R.  
  
p(x, x', x'') = pd(x') + ps(x, x', x'')
bidirectional   diffuse    specular
reflectivity
  function
   
    In the first pass, extended form factors are used to compute diffuse to diffuse 
    interaction that has any number of specular transfers inbetween  
  
 
    extended form factors: Diffuse - specular* - diffuse  
  
 
    The 2nd pass uses standard ray tracing to compute 
    specular transfer