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In this paper we present a novel method for plausible real-time rendering of indirect illumination effects for diffuse and non-diffuse surfaces. The scene geometry causing indirect illumination is captured by an extended shadow map, as proposed in previous work, and secondary light sources are distributed on directly lit surfaces. One novelty is the rendering of these secondary lights' contribution by splatting in a deferred shading process, which decouples rendering time from scene complexity. An importance sampling strategy, implemented entirely on the GPU, allows efficient selection of secondary light sources. Adapting the light's splat shape to surface glossiness also allows efficient rendering of caustics. Unlike previous approaches the approximated indirect lighting does barely exhibit coarse artifacts - even under unfavorable viewing and lighting conditions. We describe an implementation on contemporary graphics hardware, show a comparison to previous approaches, and present adaptation to and results in game-typical applications.