Radiosity, that CMU invention, is now presented. This chapter is incomplete. Eventually, I re-read it with a clear mind, and lo and behold, the pseudocode is not actually strictly necessary. I think it might clarify some things a touch, but there is enough information in here to go off and design a radiosity engine, albeit a simple one. What is this, you might ask.
Fractals are one approach, statistical noise is another.
A topic which could easily take up another book of the same size is now presented. A brief intro to colour theory wraps things up. One thing that this book does not cover, which is not strictly speaking a graphics topic, but which is crucial to the whole field of the implementation of graphics, is the topic of data structures and the algorithms needed to access them. When a raytracer looks at a sphere in some scene hierarchy 100,000 times during the render of a picture, it pays off to have it stored in an efficient data structure. When the sphere is changed to a parametric patch, it becomes absolutely crucial.