Radiosity (computer Graphics) - Reducing Computation Time

Reducing Computation Time

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. The radiosity problem can be rephrased as a problem of rendering a texture mapped scene. In this case, the computation time increases only linearly with the number of patches (ignoring complex issues like cache use).

Following the commercial enthusiasm for radiosity-enhanced imagery, but prior to the standardization of rapid radiosity calculation, many architects and graphic artists used a technique referred to loosely as false radiosity. By darkening areas of texture maps corresponding to corners, joints and recesses, and applying them via self-illumination or diffuse mapping, a radiosity-like effect of patch interaction could be created with a standard scanline renderer (cf. ambient occlusion).

Radiosity solutions may be displayed in realtime via Lightmaps on current desktop computers with standard graphics acceleration hardware.

Read more about this topic:  Radiosity (computer Graphics)

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