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Since this is a generalization of the BRDF, if we confine ourselves back to our original situation, does the equation reduce to the BRDF?


Doesn't this become computational very expensive as the surface area increases? How do we optimize this generalization to reduce the cost?


Even with the generalization, this is still a sampling problem right? The more we sample, the closer we can approximate the real function.


How do you write BRDF in terms of S?


How much slower does this become than BRDF as surface area increases?


If light is absorbed the surface, "bounces around" within the surface, and then goes back out from another point than the one the incoming light hits, how do we know these points? Isn't it random?