a technique for simulating lighting effects by considering the inter-reflections between surfaces in a 3D model, more computationally demanding than ray-tracing
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
An imaging technique used to determine the distribution of illumination in an environment, usually a closed space.
A 3D rendering technology that calculates how light is reflected off the various surfaces in the scene. It's very CPU intensive at the start, but subsequent scenes (frames) can be calculated more quickly.
(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.
A diffuse illumination calculation system for graphics based on energy balancing that takes into account the multiplereflectances off many walls.
Complex methods of drawing 3D scenes, which result in photorealistic images. Essentially, they calculate the path that light rays follow from objects to the viewer, and all the accompanying reflections. Also known as ray tracing.
A software technique to simulate the effects of light diffusion and add shading to objects in computer graphic images that seem sharper than reality.
Radiosity is a global illumination algorithm used in 3 D computer graphics rendering. Radiosity is an application of the finite element method to solving the rendering equation for scenes with purely diffuse surfaces. Unlike Monte Carlo algorithms (such as path tracing) which handle all types of light paths, typical radiosity methods only account for paths of the form LD*E, i.e., paths which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye.