Adding extra probes around walls (detroit become human) - https://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/CAURANT_GUILLAUME_The_Lighting_Technology.pdf#page=64 Offset along "bent normal" - https://www.youtube.com/watch?v=ERlcRbRoJF0&t=34m35s Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts), DDGI, McGuire - https://research.nvidia.com/sites/default/files/pubs/2017-02_Real-Time-Global-Illumination/light-field-probes-final.pdf - https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9900-irradiance-fields-rtx-diffuse-global-illumination-for-local-and-cloud-graphics.pdf Build approximate geometry - https://www.activision.com/cdn/research/Volumetric_Global_Illumination_at_Treyarch.pdf#page=39 also - http://mrakobes.com/Nikolay.Stefanov.GDC.2016.pdf#page=56 - https://www.gdcvault.com/play/1023273/Global-Illumination-in-Tom-Clancy Save best-probes in voxels - also weigh by angle to normal (and other magic) - http://advances.realtimerendering.com/s2015/SIGGRAPH_2015_Remedy_Notes.pdf#page=105 Again, add probes close to walls (but with tetrahedra) - http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Cupisz_Robert_Light_Probe_Interpolation.pdf Probe-visibility by "tetrahedral"-shadowmap - https://www.ppsloan.org/publications/CoD_IW.pptx Farcry - https://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/McAuley_Stephen_Rendering_the_World.pdf Sebastian Legarde - https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/