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> They're artifacts of forward based monte-carlo GI.
>
> The idea is something along the lines of, every time you need to take a
> light sample, you just shoot one randomly (rather than POV's method of
> using many surrounding samples) and deal with it. Thus, the speckles.
>
> The next step is to re-render the scene, and average the results with
> the previous. For this reason, images rendered in this manner show a
> full scene quite quickly but with horrible quality, while the longer you
> leave them running the more they resolve into high quality images.
>
> You can see this in the video as things get really crappy when they move
> the camera, and resolve into higher quality when they don't.
Maybe now we'll start seeing games with a "night vision mode" that
actually works the same way as real night vision? (I.e., not just a
normal render pass with a noise filter applied afterwards.)
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