  Despite significant advances in algorithms and hardware, global illumination
continues to be a challenge in the real-time domain. Time constraints often
force developers to either compromise on the quality of global illumination or
disregard it altogether. We take advantage of a common setup in modern games:
having a set of a level, which is a static scene with dynamic characters and
lighting. We introduce a novel method for efficiently and accurately rendering
global illumination in dynamic scenes. Our hybrid technique leverages
precomputation and neural networks to capture the light transport of a static
scene. Then, we introduce a method to compute the difference between the
current scene and the static scene, which we already precomputed. By handling
the bulk of the light transport through precomputation, our method only
requires the rendering of a minimal difference, reducing the noise and
increasing the quality.
