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Global illumination light algorithm

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Hey, First of all, thanks to gamedev for the learning curve. Because of my drive for visualisation, I want to create realistic lighting, by also taking indirect light into account. A camera captures the whole environment for each pixel of each wall, and storing the light values onto that pixel. After 4x(n) times (the amount of light bounces you want), the scene has been generated and runs smoothly on any 3d hardware. All comments are welcome, also if you have any cool idea's how to continue with the building/environment. Textures: 512x512 Photonmaps (light texture): 16x16

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