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radiosity

Radiosity is a global illumination method used in computer graphics to simulate the diffuse transfer of light between surfaces in a scene. It models light as energy that leaves surfaces and travels to other surfaces, undergoing multiple reflections, with surfaces treated as ideally diffuse reflectors. The result is realistic color bleeding and soft, indirect shadows in scenes where light bounces multiple times.

The method works by subdividing visible surfaces into small patches. For each patch i, a radiosity value

Radiosity assumes perfectly diffuse surfaces, which makes it unsuitable for sharp specular reflections or caustics unless

Radiosity became widely studied in the 1980s and 1990s and influenced later global illumination methods. While

B_i
represents
the
outgoing
energy
per
unit
area.
The
energy
leaving
i
equals
its
emission
E_i
plus
the
sum
over
all
patches
j
of
the
energy
received
from
j,
weighted
by
the
form
factor
F_ij,
which
encodes
geometric
visibility
and
relative
form.
The
radiosity
equation
is
B_i
=
E_i
+
sum_j
F_ij
B_j.
Collecting
all
patches
yields
a
linear
system
that
can
be
solved
by
direct
methods
or
iteratively
by
progressive
refinement.
Precomputed
form
factors
require
visibility
testing
(often
with
ray
casting).
combined
with
other
techniques.
It
is
computationally
intensive
for
large
scenes
and
produces
precomputed
lighting;
it
usually
requires
static
geometry
and
lighting,
though
variants
allow
updates.
The
approach
emphasizes
energy
conservation
and
can
produce
accurate
renders
of
interiors
and
architectural
spaces
with
natural
light
distributions.
widely
supplanted
by
ray
tracing
and
path
tracing
in
modern
production
due
to
their
ability
to
handle
complex
lighting
and
materials,
it
remains
of
historical
importance
and
is
still
used
in
some
architectural
visualization
and
educational
contexts,
especially
for
precomputed
lighting.