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real time radiosity

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There is a paper on the NVidia developer site which shows how to approximate indirect lighting on a GPU with minimal processing (also in GPU Gems 2). This could easily be adjusted to simulate global illumination,


I'm guessing that


is using something similar.

Some of the other methods I have seen have involved deferred shading + dithering the processing of hundreds (thousands?) of lights (and shadow maps), so each light/shadow is computed for only a fraction of the pixels on the screen, then using some smart post processing to clean up the dithering artifacts.

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