This website describes the radiosity method in a detailed slideshow, outlining direct and indirect light, examples of rendering methods, and the radiosity equation.
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The second website continues the radiosity discussion by explaining main concepts of the form factor, the Nusselt Analogue, the hemicube, and the full matrix radiosity algorithm.
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This resource discusses radiosity discussed in terms of the perspective of a patch receiving and emitting light in a scene and provides pseudocode examples for iterative implementations.
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This article describes the shortcomings of radiosity and provides more descriptons of radiosity pseudocode.
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This paper describes Cindy Goral's discoveries during her research of radiosity at Cornell University.
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This book provides insight on the images created by Goral in her research of computer graphics.
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This SIGGRAPH 2010 talk describes Sam Martin and an extensive discussion of radiosity applied to Frostbite.
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This website explains the iterative properties of radiosity using algorithms and the viewpoint of a patch in a scene.
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This image depicts two basic kinds of light: Direct and Reflected.
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This image depicts the concept of color bleeding.
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This diagram shows a comparison between normal, unaltered light rendering and radiosity.
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This image outlines the concept of computing the form factor using a Nusselt Analog.
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This image outlines the concept of computing the form factor using a Hemicube.
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A scene with a GPU-Accelerated Radiosity Solution.
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This image covers the concept of infrared radiation.
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This image outlines the concept of the Nusselt Analogue.
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This image compares the difference between rasterized and vector graphics.
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The subdivision of the Cornell Box illustrates how patches need to be subdivided to create progressively accurate images.
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The work done by Parry Moon and Domina Eberle Spencer at MIT during the 1940s referenced Higbie’s technique in order to study lighting in empty rooms.
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Wavelet Radiosity uses a multilevel mesh approach. When light is reflected on a surface closer to the reflected light, the mesh is finer.
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As the iterative radiosity algorithm iterates, light can be seen to flow into the scene, as multiple bounces are computed.
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The form factor element describes how light reacts and bounces in a scene. To introduce this idea, we’ll use this example of a light source on a wall.
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Similarly, this phenomenon can be seen with staircases. The top surface of each stair receives more light than the upright plane so it appears brighter.
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Demonstrating the difference between raster and vector graphics are Tux the Linux penguin and the tiger that wants to eat him.
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Even as early as 1926, radiosity appears in illumination engineering literature with Ziro Yamauti.
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This image is an example of various light intensities, simulating realistic light.
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This simulation of the Cornell box was done by Michael F. Cohen and Donald P. Greenberg for the 1985 paper The Hemi-Cube, A Radiosity Solution for Complex Environments, Vol. 19, No. 3, July 1985, pp. 31-40.
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This simulation was computed using discontinuity meshing software developed by Dani Lischinski, Filippo Tampieri, and Donald P. Greenberg.
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A new technique, using a “point cloud,” to generate the effect, can be accomplished with a fraction of the rendering time.
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Top: A scene rendered without radiosity. Bottom: The same scene rendered with radiosity.
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Left: Specular reflection. Right: Diffuse reflection.
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Example of color bleeding.
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Depiction of emission referenced in radiosity pseudocode. (Link to source)
Explanation of incident and excident light.
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Diagram illustrating progressive refinement.
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Depictions of reflection in graphic format. (Link to source)