I disagree completely. Consider planetary motion: the theory of epicycles vs. heliocentric motion. One is as correct model of reality; the other is not. But they are both trying to recreate the same motions. It’s not even about accuracy, really; initially, there were times when epicycles gave better results, before elliptic motion was known about. And it’s easy to show that the epicycles can recreate arbitrary motion, including General Relativity and any other effects, but the equations just get absurdly complicated.
It’s the same behavior seen in other areas. When you have the right model of reality, the complexity of the corrections scale much more gradually. Small corrections have (relatively) simple explanations. And those explanations cover a bunch of other cases at the same time. When you have a bad model, each new correction introduces vastly more complexity, and only ever corrects that one thing, not a bunch of other ones.
Simulating how photons bounce around, even while neglecting diffraction and polarization and other effects, is still pretty close to how reality works. But traditional ray tracing is not. It’s more like the ancient Greek theory of eyesight where your eyes shot out beams that somehow sampled the world.
That said, traditional ray tracing is a lot closer than a bunch of other techniques, which often don’t try to model reality at all.
Not at the scale that CGI works at. Consider the simplest type of lighting: a diffuse surface. It’s essentially defined as a surface where an incoming photon will bounce away in a random direction. That’s not reversible.
What’s happening is that there’s a microstructure that’s smaller than our ability to model. You can imagine a collection of perfect mirrors oriented in random directions. If a photon hits one, it’ll bounce off in a perfect reflection. But these mirrors are much smaller than a single pixel, so we don’t actually know the orientation of the mirror we hit. It’s effectively random. But since the microstructure is so small, we can approximate it with a distribution of some kind.
The more general way to model this is what’s called a BRDF, or bidirectional reflection distribution function. It basically says, for this direction of incoming light, what are the odds (i.e., what is the proportion of light) that bounces in some other direction? That’s basically a 4-dimensional function, since incoming and outgoing directions are each 2D (points on a hemisphere). There are more advanced versions, though, that take frequency and other things into account.