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Radiosity (computer graphics)

Computer graphics rendering method using diffuse reflection

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  • 6 chapters

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Through Algorithm, Heat transfer and Heat

Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 1984–1985 by researchers at Cornell University and Hiroshima University.

Notable commercial radiosity engines are Enlighten by Geomerics (used for games including Battlefield 3 and Need for Speed: The Run); 3ds Max; form•Z; LightWave 3D and the Electric Image Animation System.

Visual characteristics

The inclusion of radiosity calculations in the rendering process often lends an added element of realism to the finished scene, because of the way it mimics real-world phenomena. Consider a simple room scene.

The image on the left was rendered with a typical direct illumination renderer. There are three types of lighting in this scene which have been specifically chosen and placed by the artist in an attempt to create realistic lighting: spot lighting with shadows (placed outside the window to create the light shining on the floor), ambient lighting (without which any part of the room not lit directly by a light source would be totally dark), and omnidirectional lighting without shadows (to reduce the flatness of the ambient lighting).

The image on the right was rendered using a radiosity algorithm. There is only one source of light: an image of the sky placed outside the window. The difference is marked. The room glows with light. Soft shadows are visible on the floor, and subtle lighting effects are noticeable around the room. Furthermore, the red color from the carpet has bled onto the grey walls, giving them a slightly warm appearance. None of these effects were specifically chosen or designed by the artist.

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