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Radiosity (computer graphics)
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== Confusion about terminology == Radiosity was perhaps the first rendering algorithm in widespread use which accounted for diffuse indirect lighting. Earlier rendering algorithms, such as [[J. Turner Whitted|Whitted-style]] [[ray tracing (graphics)|ray tracing]] were capable of computing effects such as reflections, refractions, and shadows, but despite being highly global phenomena, these effects were not commonly referred to as "[[global illumination]]." As a consequence, the terms "[[diffuse interreflection]]" and "radiosity" both became confused with "global illumination" in popular [[parlance]]. However, the three are distinct concepts. The radiosity method, in the context of computer graphics, derives from (and is fundamentally the same as) the radiosity method in [[heat transfer]]. In this context, [[Radiosity (heat transfer)|radiosity]] is the total radiative flux (both reflected and re-radiated) leaving a surface; this is also sometimes known as [[radiant exitance]]. Calculation of radiosity, rather than surface temperatures, is a key aspect of the radiosity method that permits [[linear matrix]] methods to be applied to the problem.
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