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== Reducing computation time == Although in its basic form radiosity is assumed to have a quadratic increase in computation time with added geometry (surfaces and patches), this need not be the case. The radiosity problem can be rephrased as a problem of rendering a [[Texture mapping|texture mapped]] scene. In this case, the computation time increases only linearly with the number of patches (ignoring complex issues like [[cache (computing)|cache]] use). Following the commercial enthusiasm for radiosity-enhanced imagery, but prior to the standardization of rapid radiosity calculation, many architects and graphic artists used a technique referred to loosely as [[false radiosity]]. By darkening areas of texture maps corresponding to corners,{{fact|reason=Why would darkening of corners lead to a radiosity-like effect?|date=October 2022}} joints and recesses, and applying them via self-illumination or diffuse mapping, a radiosity-like effect of patch interaction could be created with a standard scanline renderer (cf. [[ambient occlusion]]). Static, pre-computed radiosity may be displayed in real time via [[lightmap]]s using [[Graphics_pipeline|standard rasterization techniques]].
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