  Presenting real-time rendering of 3D surfaces using radiance textures for
fast synthesis of complex incidence-variable effects and environment
interactions. This includes iridescence, parallax occlusion and interior
mapping, (specular, regular, diffuse, total-internal) reflections with many
bounces, refraction, subsurface scattering, transparency, and possibly more.
This method divides textures into a matrix of radiance buckets, where each
bucket represent some data at various incidence angles. Data can show final
pixel color, or deferred rendering ambient occlusion, reflections, shadow map,
etc. Resolution of the final synthesized output is the radiance bucket matrix
size. Technique can be implemented with a simple fragment shader. The
computational footprint of this technique is of simple diffuse-only graphics,
but with visual fidelity of complex (off-line) ray-traced render at the cost of
storage memory footprint. Balance between computational footprint and storage
memory footprint can be easily achieved with variable compression ratio of
repetitive radiance scene textures.
