Real-time rendering of indirect lighting significantly enhances the sense of realism in video games. Unfortunately, previously including such effects often required time-consuming scene dependent precomputation and heavy runtime computations unsuitable for low-end devices, such as mobile phones or game consoles. Modular Radiance Transfer (MRT) [Loos et al. 2011], is a recent technique that computes approximate direct-to-indirect transfer [Haˇsan et al. 2006; Kontkanen et al. 2006; Lehtinen et al. 2008] by warping and combining light transport from a small library of simple shapes. This talk complements a technical paper and focuses on implementation issues, including how our runtime is designed to scale across many different platforms, from iPhones to modern GPUs.
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