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ABSTRACT
This paper presents a simple and efficient algorithm for achieving real-time performance on current consumer graphics hardware when rendering complex, dynamic scenes with direct and secondorder diffuse (indirect) illumination. An image space, low-discrepancy sampling technique for positioning point lights is presented. These point lights simulate second-order diffuse illumination throughout the scene. A novel use of negative point lights allows fast approximation of occlusion of second-order diffuse illumination in image space. Finally, an optimization technique is provided that improves frame rates while maintaining image quality by approximating the illumination of all point lights at lower resolutions for less detailed areas of the scene. REFERENCES
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