Walk into a room painted with a bright red wall. Even though no red light bulb exists, everything near that wall takes on a warm pink glow. The wall is not just reflecting light at you — it is bleeding energy into the room. This phenomenon is called diffuse interreflection, and computing it realistically is one of the central problems of 3D rendering.
Radiosity is the classical solution. Invented in 1984 by Goral, Torrance, Greenberg and Bennett at Cornell, it borrows a concept from thermal engineering: every surface patch exchanges radiant energy with every other patch it can "see," and the total brightness of each patch is the sum of all the energy it receives.
The core insight is that, once you know how much of patch 's hemisphere is occupied by patch — a number called the form factor — the equilibrium brightnesses form a system of linear equations. Solve the system, and every patch's soft glow emerges at once.
Unlike ray tracing, which chases individual photons, radiosity pre-computes the energy budget for the whole scene. The result: perfectly smooth indirect light with no noise — at the cost of solving an linear system for patches.
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