Two directions through the same simulation
Computer graphics has traditionally run one way: describe a scene, produce an image. Geometry, materials, lights and a camera go in; pixels come out.
The inverse question is the one that has become interesting. Given an image, what scene produced it? Recover the shapes, the material properties, the lighting.
That is a far older ambition than graphics, and it is what vision has always wanted. The insight driving current work is that if your forward renderer is differentiable, the inverse problem becomes ordinary gradient-based optimisation: render a guess, compare to the target image, compute how each scene parameter should change, and step.
Wenzel Jakob leads the Realistic Graphics Lab at EPFL, whose work spans exactly this pair, developing rendering algorithms for creating realistic images of virtual worlds and inverse rendering algorithms for reconstructing 3D worlds from images. Their system Mitsuba 3 is a research-oriented renderer for both forward and inverse light transport.
This lesson builds the forward direction properly, because you cannot differentiate what you do not understand as a mathematical object.

