# Screen-Space Global Illumination Using Radiance Cascades in 3D Video Games
Ghaith Abou Dan, Mati Jensen
[file](https://files.dgkn.uk/papers/dan-screen-space-global-illumination-using-radiance-cascades.pdf)
## Abstract
Achieving accurate Global Illumination (GI) is essential for creating visually compelling and photorealistic imagery in computer graphics. Recent advancements in GI typically require temporal accumulation or reuse of samples in order to achieve real-time performance at a good quality. However, interactive video games may require GI solutions that respond quickly to user interaction and rapidly changing lighting conditions. We develop a lighting method for video games, specifically designed for the constraints present in the game As We Descend by Box Dragon, where the camera has limited movement and all relevant parts of the scene are on screen at all times, contains many short lasting emissive visual effects, with a budget of a few milliseconds per frame on modern hardware.
## My notes