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I'm confused as to how the diffuse reflection is computed as :

[tex]\frac{1} {\pi} * LightRadiance * cos(\theta)[/tex]

Where [tex]cos(\theta)[/tex] is the angle between the light and the surface normal, and accounts for the light projected onto the surface

When considering light reflecting at a point from some direction wi (on a diffuse surface), which is scattered in an infinite amount of directions, how can the BRDF function only mulitply the incoming by 1/pi?

Wouldnt the outgoing light in any direction be drastically smaller than the incoming light?

I dont understand why dividing it by ~3.14 works.