From my experience this is very much true of the current state of real-time rendering (and there's nothing really wrong with that, because it's just not possible to run anything resembling physically accurate algorithms in real-time). However, in the world of offline rendering and raytracing, there has been considerable work on doing physically accurate rendering. Of course a lot of approximations are still made due to memory/CPU constraints, but it is a different world. "Physically Based Rendering" by Pharr and Humphreys is a good intro to this way of doing things.
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Physically Based Rendering: From Theory to Implementation
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