| Developed by | Brian Johnstone, David Huynh |
| Created during | Spring 2009 |
| Class | Independent Study |
| Tags | Real-Time, Shader, Global Illumination |
This global illumination implements an approach to indirect lighting where the lighting solution is represented as many contributing point lights. To be applicable to today's games, the system had to be made so that it could run in real-time. Deferred rendering was used to allow the rendering of the large amount of point lights necessary to create a compelling scene. The system is able to generate the point light position on-the-fly with both dynamic environments and dynamic lights.