How did I use it 10 years ago? Why might you want to use it tomorrow?
Ever increasing complexity (For an approximation!)
Photon map creation Emit photon from light sources in turn based on relative energy output, until ‘n’ emitted. Photons all emit at same power but power and color may vary after reflectance. Stored AND / OR reflected at each hit surface. Adjust photon energy based on number of actual emitted photons. Heavy use of random probability based on surface material (drand48)
Real-time? Deferred lighting / shading for many direct light sources. May not need shadows / occlusion per light. Photon map creation (sample scene energy) and prepare virtual lights takes ‘seconds’. As background process, get results with latency. Energy changes when lights OR geometry move. Represent geometry with LOD mesh or voxels.
Questions? From self published paper: Diffuse Global Illumination via Direct and Virtual Indirect Light Sources (2003) Download from citeseer or gmscript.com http://www.gmscript.com/gamemonkey/downloads/misc/LightingTechnique1.pdf Some images used without permission… Thanks Google. Thank you for staying awake and not texting.