I was doing more and more tests to understand the finer details of the algorithm used for Indirect Lighting (one bounce indirect illumination). This time around was playing with negative falloff where we can see what looks like a point cloud representation of the directly illuminated geometry.
This time around I used a light bouncing off of a textured wall. I also noticed that varying the subdivisions on the geometry has an effect on the Indirect Illumination calculation and the final image.
Please refer to Blender 2.5x : Lighting/Rendering Tests - Indirect Illumination #1
for my earlier experiments.
satishgoda at gmail dot com