Fast global illumination baking via ray-bundles

In interactive applications such as video games, light maps are often used to generate realistic images. However, baking light maps is time consuming because it is necessary to compute global illumination. This sketch presents a simple and fast rendering system for light maps. Our system exploits ray-bundles on DirectX®11 capable GPUs and outperforms ray tracing based methods. Furthermore, it supports tessellation for DirectX 11 games.