[comp.graphics] radiosity help requested

wuly@vax5.cit.cornell.edu (05/02/91)

Howdy.
	I have written a combination radiosity/raytracing rendering system
(whew!) and I'm somewhat confused on one point: I have a scene of 5 walls,
10x10, with a light 3x3 pointing at one of the walls.  Now with 90% diffuse
surfaces, the relative energy out of the wall *behind* the light (i.e. light
left the lightsource, hit the wall in front, and was re-radiated to the back
wall, and re-radiated again) is about 1/1000 the energy leaving the light.
This seems wrong.  When one turns on a light, even a single 40W pointed at
the ceiling in a dark room, you can see everything, whereas if the patches
in my environment are rendered with visual (pixel) intensity linear with
radiated energy from the patch, you can only see the lightsource, since
everything else is so dark.  I compensate for this by scalig the patch
energy to pixel intensity s.t. the parts of the scene that would be dark
in "real life" come out dark on the display.  Anything (the lights + what
is directly in front of them) goes beyond the insensity range of the display,
so I clip them to the max displayable intensity.

I see two possibilities:
	(1) the conversion from radiated energy to pixel intensity should
		be logarithmic, not linear.
	(2) I'm not computing form factors accurately enough (actually this
		is fairly likely) and much energy is just "slipping through
		the cracks".

Can someone who has dealt with this issue EMAIL me your experience?
Should I get a fairly well-lit room with a single large light?  What is a
good diffuse coeff for a white wall?

thanks............................................................jesse
wuly@vax5.cit.cornell.edu