Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Radiosity (computer graphics)
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{short description|Computer graphics rendering method using diffuse reflection}} {{Technical|date=July 2009}} [[File:Radiosity - RRV, step 79.png|thumb|300px|right|Scene rendered with RRV<ref>{{cite web|url=http://dudka.cz/rrv|title=RRV - Radiosity Renderer and Visualizer|last=Dudka|first=Kamil|website=dudka.cz|access-date=1 February 2013}}</ref> (simple implementation of radiosity renderer based on OpenGL) 79th iteration]] [[File:BMRT - Cornell box, with and without radiosity.gif|thumb|300px|The [[Cornell box]], rendered with and without radiosity by [[Blue Moon Rendering Tools|BMRT]]]] In [[3D computer graphics]], '''radiosity''' is an application of the [[finite element method]] to solving the [[rendering equation]] for scenes with surfaces that [[Diffuse reflection|reflect light diffusely]]. Unlike [[rendering (computer graphics)|rendering]] methods that use [[Monte Carlo method|Monte Carlo algorithms]] (such as [[path tracing]]), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a [[global illumination]] [[algorithm]] in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. 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{{endash}}1985 by researchers at [[Cornell University]]<ref>"Cindy Goral, Kenneth E. Torrance, Donald P. Greenberg and B. Battaile,[http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S07/lectures/goral.pdf Modeling the interaction of light between diffuse surfaces]",, ''[[Computer Graphics (Publication)|Computer Graphics]]'', Vol. 18, No. 3. ([[PDF]])</ref> and [[Hiroshima University]].<ref>{{cite journal | last1=Nishita | first1=Tomoyuki |author-link1=Tomoyuki Nishita | last2=Nakamae | first2=Eihachiro | title=Continuous tone representation of three-dimensional objects taking account of shadows and interreflection | journal=ACM SIGGRAPH Computer Graphics | publisher=Association for Computing Machinery | date=July 1985 | volume=19 | issue=3 | pages=23β30 | doi=10.1145/325165.325169 | url=https://dl.acm.org/doi/pdf/10.1145/325334.325169 | access-date=17 October 2024}}</ref> Notable commercial radiosity engines are Enlighten by [[Geomerics]] (used for games including [[Battlefield 3]] and [[Need for Speed: The Run]]); [[3ds Max]]; [[form-Z|formβ’Z]]; [[LightWave 3D]] and the [[Electric Image Animation System]].
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)