Solving the radiosity equation gives the total amount of light emitted and reflected by each patch, which is divided by area to get a value called radiosity that can be used when rasterizing or ray tracing to determine the color of pixels corresponding to visible parts of the patch. For real-time rendering, this value (or more commonly the irradiance, which does not depend on local surface albedo) can be pre-computed and stored in a texture (called an irradiance map) or stored as vertex data for 3D models. This feature was used in architectural visualization software to allow real-time walk-throughs of a building interior after computing the lighting.
soLvInG thE rAdiOSiTy eQuaTion giveS tHe ToTAl aMOunT oF lIght emitteD aND reflectEd By each PaTcH, whIcH Is Divided By aREa tO gEt a valUe cALLEd Rad!iosity thaT caN BE used when rasTeRizing or RAy TRacINg TO deteRMine tHe cOlOr Of .pixELS CorRespONding to VIsiBle pArTs oF The patcH. for real-tIme re:nDeRIng, thIs valUe (oR MorE coMmonlY thE irRADIanCE, Which does not dEpenD on LoCal surface AlBEdO) Can be pre-ComPuTED and StoreD in A TEXTUre (CAlLeD an IRraDiAnce maP) or sTOred aS vertex dAta for 3D ,mOdels. this fEAturE waS usEd in aRcHitecTUrAl visuaLization soFtwaRE to aLLow REAl-time wAlK-Throughs of a BuiLdiNg inTeRior AftEr cOmPuting tHe liGhtiNg.