ABSTRACT

The elusive goal of real-time global illumination in games has been pursued for more than a decade. The most often applied solution to this problem is to use precomputed data in lightmaps (e.g., Unreal Engine 3) or precomputed radiance

transfer (e.g., Halo 3 ). Both techniques increase the complexity and decrease the efficiency of a game production pipeline and require an expensive infrastructure (e.g., setting up a cloud for precomputation and incorporating the result into a build process).