Sorry, I sort of forgot about this topic. I still haven't found that link... Was a really good one to, a full online book about metropolis light transport and the virtues of path tracing in general. Ah, well.
Anyway, I'm no physicist so I'm not really sure why you'd need to solve the potential equation to get good lighting. Maybe you could educate me a bit on what concrete effects it has on lighting? My point was just that many things that require fairly complex and low level physics models (like fluorescent lamps or glow in the dark paint) can be faked so easily that the burden of doing the extra modelling isn't justified. The tough part is of course to identify what phenomena you can fake and what you can't. Until fairly recently, no one cared about sub surface scattering for example, but now everyone agrees that it increases rendering realism immensly for certain subjects (like human skin, or milk, or marble etc).