  This study introduces an approximation for rendering one bounce glossy
interreflection in real time. The solution is based on the most representative
point (MRP) and extends to a sampling disk near the MRP. Our algorithm
represents geometry as rectangle proxies and specular reflections using a
spherical Gaussian. The reflected radiance from the disk was efficiently
approximated by selecting a representative attenuation axis in the sampling
disk. We provide an efficient approximation of the glossy interreflection and
can efficiently perform the approximation at runtime. Our method uses forward
rendering (without using GBuffer), which is more suitable for platforms that
favor forward rendering, such as mobile applications and virtual reality.
