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Rendering subfields include:
* [[light transport theory|Transport]] describes how illumination in a scene gets from one place to another. [[visibility (geometry)|Visibility]] is a major component of light transport.
* Scattering: Models of ''[[scattering]]'' (how light interacts with the surface ''at a given point'') and ''[[shading]]'' (how material properties vary across the surface) are used to describe the appearance of a surface. In graphics these problems are often studied within the context of rendering since they can substantially affect the design of [[rendering algorithm]]s. Descriptions of scattering are usually given in terms of a [[bidirectional scattering distribution function]] (BSDF). The latter issue addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). Descriptions of this kind are typically expressed with a program called a [[shader]]. (
* [[Non-photorealistic rendering]]
* [[Physically based rendering]] – concerned with generating images according to the laws of [[geometric optics]]
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