Finite elements methods for radiosity are aimed at computing global illumin
ation solutions efficiently. However these methods are not suitable for obt
aining high quality images due to the lack of error control. Two-pass metho
ds allow to achieve that level of quality computing illumination at each pi
xel and thus introducing a a high computing overhead. We present a two-pass
method for radiosity that allows to produce high quality images avoiding m
ost of the per-pixel computations. The method computes a coarse hierarchica
l radiosity solution and then performs a second pass using current graphics
hardware accelerators to generate illumination as high definition textures
.