Advanced Global Illumination, Second Edition

6.1: Classic Radiosity

6.1 Classic Radiosity

Let s start with an overview of the classic radiosity method.

6.1.1 Outline

The basic idea of the classic radiosity method is to compute the average radiosity B i on each surface element or patch i of a three-dimensional model (see Figure 6.1). The input consists of a list of such patches. Most often, the patches are triangles or convex quadrilaterals, although alternatives such as quadratic surface patches have been explored as well [2]. With each patch i, the self-emitted radiosity (dimensions: [W/m 2]) and reflectivity ? i (dimensionless) are given. The self-emitted radiosity is the radiosity that a patch emits on its own, even if there were no other patches in the model, or all other patches were perfectly black. The reflectivity is a number (for each considered wavelength) between 0 and 1. It indicates what fraction of the power incident on the patch gets reflected (the rest gets absorbed). These data suffice in order to compute the total emitted radiosity B i (dimensions: [W/m 2]) by each patch, containing the radiosity received via any number of bounces from other patches in the scene, as well as the self-emitted radiosity.


Figure 6.1: The input of the classic radiosity method consists of a list of patches (triangles, in this example) with their average self-emitted radiosity (left) and reflectivity ? i (middle) given. These data suffice in order to compute the average total radiosities B i (right), including...

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