
Notice that each linear increase in mesh detail commands a square increase in polygon count. Divide the mesh in small triangles so each new triangle becomes a discrete element. Judging by my experience with 3dsMAX's radiosity, it seems to me that the LumenRT's "baked GI" is doing this: Let me know if you have any other questions. Think of it more like a mock-up that gives you "an idea" of what the real simulation might look like. It looks nice, but it is nowhere near as accurate as the physical simulation. This is what you see in the video, where the time of day is changed, and you can see the illumination of the building change accordingly. The big advantage of this is that results are instantaneous, and don't require any baking - lighting is updated in real-time, so it reacts immediately to changes in your scene). What this does is generate a quick approximation of indirect lighting, in real-time. This is not the same as a real, physical simulation of light. It's a real-time Global Illumination solution that we have developed and that will be available in a future version of LumenRT. Now what you saw in the video is something different. LumenRT manages to do this physical simulation of light very quickly (typically 15 minutes), despite the staggering complexity involved (e-on holds a number of patents on this technology, so you won't get that elsewhere). For better lighting, use the more advanced modes (Full lighting) that requires the preparation phase. But it doesn't feature realistic lighting. This produces nice results, of similar quality to other products like Lumion. However, if you want immediate results without having to wait for the baking, you use the Draft mode. Once this calculation is done, the scene can be displayed in real-time. This is why, in order to display its best quality, LumenRT requires a preparation phase (referred to as "baking") during which the physical lighting is calculated.

Because this is an accurate simulation of light, it takes time. LumenRT performs a real, physical simulation of light.
