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==Procedure== More and more specialized algorithms are used in 3D programs that can effectively simulate the global illumination. These algorithms are numerical approximations of the [[rendering equation]]. Well known algorithms for computing global illumination include [[path tracing]], [[photon mapping]] and [[Radiosity (computer graphics)|radiosity]]. The following approaches can be distinguished here: * Inversion: <math>L = (1-T)^{-1} L^e\,</math> ** is not applied in practice * Expansion: <math>L = \sum_{i=0}^\infty T^iL^e</math> ** bi-directional approach: [[Photon mapping]] + Distributed ray tracing, Bi-directional path tracing, [[Metropolis light transport]] * Iteration: <math>L_n tl_ e + = L ^{(n-1)}</math> ** [[Radiosity (computer graphics)|Radiosity]] In Light-path notation global lighting the paths of the type L (D | S) corresponds * E. A full treatment can be found in <ref name="WikiMarkup">{{cite book |title=Advanced Global Illumination |edition=2nd |first1=Philip |last1=Dutre |first2=Philippe |last2=Bekaert |first3=Kavita |last3=Bala |isbn=978-1568813073 |date=2006 }}</ref>
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