The basic radiosity method has its basis in the theory of
thermal radiation, since radiosity relies on computing the amount of light energy transferred among surfaces. In order to simplify computations, the method assumes that all scattering is
perfectly diffuse. Surfaces are typically discretized into quadrilateral or triangular
elements over which a piecewise polynomial function is defined. After this breakdown, the amount of light energy transfer can be computed by using the known reflectivity of the reflecting patch, combined with the
view factor of the two patches. This
dimensionless quantity is computed from the geometric orientation of two patches, and can be thought of as the fraction of the total possible emitting area of the first patch which is covered by the second. More correctly, radiosity
B is the energy per unit area leaving the patch surface per discrete time interval and is the combination of emitted and reflected energy: :B(x)\, dA = E(x) \, dA +\rho(x) \, dA \int_{S}B(x') \frac{1}{\pi r^2} \cos\theta_x\cos\theta_{x'} \cdot \mathrm{Vis}(x,x') \,\mathrm dA' where: •
B(x)i d
Ai is the total energy leaving a small area d
Ai around a point
x. •
E(x)i d
Ai is the emitted energy. •
ρ(x) is the reflectivity of the point, giving reflected energy per unit area by multiplying by the incident energy per unit area (the total energy which arrives from other patches). •
S denotes that the integration variable ''x' '' runs over all the surfaces in the scene •
r is the distance between
x and ''x' '' • θx and θx' are the angles between the line joining
x and ''x'
and vectors normal to the surface at x
and x' '' respectively. • Vis(
x,''x'
) is a visibility function, defined to be 1 if the two points x
and x' '' are visible from each other, and 0 if they are not. If the surfaces are approximated by a finite number of planar patches, each of which is taken to have a constant radiosity
Bi and reflectivity
ρi, the above equation gives the discrete radiosity equation, :B_i = E_i + \rho_i \sum_{j=1}^n F_{ij} B_j where
Fij is the geometrical
view factor for the radiation leaving
j and hitting patch
i. This equation can then be applied to each patch. The equation is monochromatic, so color radiosity rendering requires calculation for each of the required colors.
Solution methods The equation can formally be solved as matrix equation, to give the vector solution: :B = (I - \rho F)^{-1} E \; This gives the full "infinite bounce" solution for B directly. However the number of calculations to compute the matrix solution scales according to
n3, where
n is the number of patches. This becomes prohibitive for realistically large values of
n. Instead, the equation can more readily be solved iteratively, by repeatedly applying the single-bounce update formula above. Formally, this is a solution of the matrix equation by
Jacobi iteration. Because the reflectivities ρi are less than 1, this scheme converges quickly, typically requiring only a handful of iterations to produce a reasonable solution. Other standard iterative methods for matrix equation solutions can also be used, for example the
Gauss–Seidel method, where updated values for each patch are used in the calculation as soon as they are computed, rather than all being updated synchronously at the end of each sweep. The solution can also be tweaked to iterate over each of the sending elements in turn in its main outermost loop for each update, rather than each of the receiving patches. This is known as the
shooting variant of the algorithm, as opposed to the
gathering variant. Using the view factor reciprocity,
Ai
Fij =
Aj
Fji, the update equation can also be re-written in terms of the view factor
Fji seen by each
sending patch
Aj: :A_i B_i = A_i E_i + \rho_i \sum_{j=1}^n A_j B_j F_{ji} This is sometimes known as the "power" formulation, since it is now the total transmitted power of each element that is being updated, rather than its radiosity. The
view factor Fij itself can be calculated in a number of ways. Early methods used a
hemicube (an imaginary cube centered upon the first surface to which the second surface was projected, devised by
Michael F. Cohen and
Donald P. Greenberg in 1985). The surface of the hemicube was divided into pixel-like squares, for each of which a view factor can be readily calculated analytically. The full form factor could then be approximated by adding up the contribution from each of the pixel-like squares. The projection onto the hemicube, which could be adapted from standard methods for determining the visibility of polygons, also solved the problem of intervening patches partially obscuring those behind. However all this was quite
computationally expensive, because ideally
form factors must be derived for every possible pair of patches, leading to a
quadratic increase in computation as the number of patches increased. This can be reduced somewhat by using a
binary space partitioning tree to reduce the amount of time spent determining which patches are completely hidden from others in complex scenes; but even so, the time spent to determine the form factor still typically scales as
n log
n. New methods include adaptive integration.
Sampling approaches The form factors
Fij themselves are not in fact explicitly needed in either of the update equations; neither to estimate the total intensity Σj
Fij
Bj gathered from the whole view, nor to estimate how the power
Aj
Bj being radiated is distributed. Instead, these updates can be estimated by sampling methods, without ever having to calculate form factors explicitly. Since the mid 1990s such sampling approaches have been the methods most predominantly used for practical radiosity calculations. The gathered intensity can be estimated by generating a set of samples in the unit circle, lifting these onto the hemisphere, and then seeing what was the radiosity of the element that a ray incoming in that direction would have originated on. The estimate for the total gathered intensity is then just the average of the radiosities discovered by each ray. Similarly, in the power formulation, power can be distributed by generating a set of rays from the radiating element in the same way, and spreading the power to be distributed equally between each element a ray hits. This is essentially the same distribution that a
path-tracing program would sample in tracing back one diffuse reflection step; or that a bidirectional ray-tracing program would sample to achieve one forward diffuse reflection step when light source mapping forwards. The sampling approach therefore to some extent represents a convergence between the two techniques, the key difference remaining that the radiosity technique aims to build up a sufficiently accurate map of the radiance of all the surfaces in the scene, rather than just a representation of the current view. == Reducing computation time ==