Abstract. We present a new hybrid rendering method for interactive walkthroughs in photometrically complex environments. The display process starts from some approximation of the scene rendered at high frame rates using graphics hardware. Additional computation power is used to correct this rendering towards a high quality ray tracing solution during the walkthrough. This is achieved by applying corrective textures to scene objects or entire object groups. These corrective textures contain a sampled representation of the differences between the hardware generated and the high quality solution. By reusing the textures, frameto-frame coherence is exploited and explicit reprojections of point samples are avoided. Finally, we describe our implementation, which can display interactive walkthroughs of fairly complex scenes including high quality global illumination features.