a 3D computer graphics rendering system that simulates all reflections from objects in the scene
(n ) A technique that calculates the lighting in a complex diffuse-lighting environment, based on the scene's geometry Because the radiosity calculations do not include the eye point of the viewer, the geometry and lighting in the environment do not need to be recalculated if the eye point changes This enables the production of many scenes that are part of the same environment (the rooms in a building, for instance), and a "walk through" the environment in real time See also ray tracing
A physical quantity equal to the radiant exitance of a Lambertian surface (See also radiosity method )
Diffuse interaction of light Ambient term is an approximation to diffuse interaction of light Would like a better model of this ambient light Idea: ``Discretize'' environment and determine interaction between each pair of pieces Models ambient light under following assumptions: Conservation of energy in closed environment Only diffuse reflection of light All energy emitted or reflected accounted for by its reflection or absorption elsewhere All light interactions computed once, in a view independent way Multiple views can then be rendered just using hidden surface removal No mirror/specular reflections Ideal for architectural walkthroughs
{i} method used to calculate patterns of light and shadow for creating graphic images from three dimensional models
Another way of shading a scene which removes the ambient term from lighting equations The amount of light in the scene is constant - light which is emitted must be absorbed somewhere! Every object is subdivided into many, many patches (or polygons) Now, each patch needs to have some sort of specification telling the system how this patch will affect other patches For example, a light will have a lot of effect providing the receiving patches are not in the shadow of another object With all these specifications in place, the system is very much like a huge problem of simultaneous equations It gets quite hairy to solve BUT! Some software does use radiosity, such as renderman, and produces stunning images (given time)
In Computer Graphics, the rate at which light energy leaves a surface, which includes transmission and reflection Rendering techniques which compute the radiosity of all surfaces in a scene have been termed radiosity methods [WOL93]
A rendering technique where all surfaces are considered capable of emitting lignht, although only true light sources do this at first This light, when it falls on some surface effects the light that surface emits Increasing the number of iterations allows the quality of the resulting image to be improved There method may be used for specular as well as diffuse reflections
A image rendering algorithm that allows diffuse and mutual illumination effects by evaluating the radiation of light from light sources and reradiation amongst surfaces Radiosity calculations determine the steady state in the radiative transport of light around a closed volume Essentially, the illumination leaving a patch is a proportion of the light reaching the patch from all the other visible patches in the closed volume Patch surface normals are typically distributed everywhere and some patches are occluded or partly obscured from each other The accumulation of these radiation-attenuating effects is summed up as the form-factor between each pair of patches The main and most time-consuming part of the radiosity calculation is the calculation of these form factors
Accounts for all of the radiant energy leaving a surface Target exitance --- (We + Wr + Wt )
(n) A rendering technique, based on thermal principles, in which there is a conservation of light energy in a closed environment With radiosity methods, any size or shape surface is capable of both radiating and absorbing light energy The rate at which energy leaves a surface is its radiosity, and is the result of all light energy received, absorbed, and then transmitted by the surface