 During the period of nascent commercial enthusiasm for radiosity-enhanced imagery, but prior to the democratization of powerful computational hardware, architects and graphic artists experimented with time-saving 3D rendering techniques.By darkening areas of texture maps corresponding to corners, joints and recesses, and applying maps via self-illumination or diffuse mapping in a 3D program, a radiosity-like effect of patch interaction could be created with a standard scan-line renderer.Successful emulation of radiosity required a theoretical understanding and graphic application of patch view factors, path tracing and global illumination algorithms.