Radiosity (computer graphics)

In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely.

[3] 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.

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.

Solving this system yields the radiosity, or brightness, of each patch, taking into account diffuse interreflections and soft shadows.

This becomes prohibitive for realistically large values of n. Instead, the equation can more readily be solved iteratively, by repeatedly applying the single-bounce update formula above.

Because the reflectivities ρi are less than 1, this scheme converges quickly, typically requiring only a handful of iterations to produce a reasonable solution.

The solution can also be tweaked to iterate over each of the sending elements in turn in its main outermost loop for each update, rather than each of the receiving patches.

Using the view factor reciprocity, Ai Fij = Aj Fji, the update equation can also be re-written in terms of the view factor Fji seen by each sending patch Aj: This is sometimes known as the "power" formulation, since it is now the total transmitted power of each element that is being updated, rather than its radiosity.

The projection onto the hemicube, which could be adapted from standard methods for determining the visibility of polygons, also solved the problem of intervening patches partially obscuring those behind.

This can be reduced somewhat by using a binary space partitioning tree to reduce the amount of time spent determining which patches are completely hidden from others in complex scenes; but even so, the time spent to determine the form factor still typically scales as n log n. New methods include adaptive integration.

The gathered intensity can be estimated by generating a set of samples in the unit circle, lifting these onto the hemisphere, and then seeing what was the radiosity of the element that a ray incoming in that direction would have originated on.

Although in its basic form radiosity is assumed to have a quadratic increase in computation time with added geometry (surfaces and patches), this need not be the case.

Static, pre-computed radiosity may be displayed in realtime via Lightmaps on current desktop computers with standard graphics acceleration hardware.

A typical direct illumination renderer already contains nearly all of the algorithms (perspective transformations, texture mapping, hidden surface removal) required to implement radiosity.

Although there are several approaches to integrating other illumination effects such as specular[5] and glossy[6] reflections, radiosity-based methods are generally not used to solve the complete rendering equation.

Basic radiosity also has trouble resolving sudden changes in visibility (e.g. hard-edged shadows) because coarse, regular discretization into piecewise constant elements corresponds to a low-pass box filter of the spatial domain.

In this context, radiosity is the total radiative flux (both reflected and re-radiated) leaving a surface; this is also sometimes known as radiant exitance.

Scene rendered with RRV [ 1 ] (simple implementation of radiosity renderer based on OpenGL) 79th iteration
The Cornell box , rendered with and without radiosity by BMRT
Difference between standard direct illumination without shadow penumbra, and radiosity with shadow penumbra
As the algorithm iterates, light can be seen to flow into the scene, as multiple bounces are computed. Individual patches are visible as squares on the walls and floor.
The geometrical form factor (or "projected solid angle") F ij .

F ij can be obtained by projecting the element A j onto the surface of a unit hemisphere, and then projecting that in turn onto a unit circle around the point of interest in the plane of A i . The form factor is then equal to the proportion of the unit circle covered by this projection.

Form factors obey the reciprocity relation A i F ij = A j F ji
A modern render of the Utah teapot . Radiosity was used for all diffuse illumination in this scene.