The document describes a new rendering method called bidirectional ray tracing using adaptive radiosity textures. It separates surface interaction into diffuse and specular components. It computes the specular component on the fly during ray tracing, and stores the diffuse component (radiosity) in adaptive radiosity textures on diffuse surfaces. These textures adaptively subdivide to resolve sharp shadows. It uses a three-pass algorithm: 1) a size pass records visibility, 2) a light pass traces light rays to deposit photons and construct textures, 3) an eye pass traces eye rays to render the image using the textures. This hybrid approach aims to provide accurate global illumination simulation for realistic image synthesis.