I have read this article, and this doesnt appear to be related to high dynamic range illumination, and seem to be a cheap global illumination, but i cant imagine that the lights could be easily accumulated using the current shader or redner to target features. In reality, how often do you really need more than 3 or 4 lights at a time? in that case, you can handle each light in a normal per-pixel fashion. The point of HDR is that by using floating point textures, you can have arbitrary brightness effects, which take the place of lens flare/bloom, etc, for a more realistic approximation of biological vision. I suppose this method could be used to good effect in certain circumstances, but i cant imagine an entire game lit this way all the time. Also, i dont see how this lighting method can achieve a blinn/phong specular reflection.