Real-time global illumination is the next frontier in real-time rendering. In an attempt to generate realistic images, games have followed the film industry into physically based shading and will soon begin integrating global illumination techniques. Traditional methods require too much memory and too much time to compute for real-time use. With Modular and Delta Radiance Transfer we precompute a scene independent, low-frequency basis that allows us to calculate complex indirect lighting calculations in a much lower dimensional sub-space with a reduced memory footprint and real-time execution. The results are then applied as a light map on many different scenes. To improve the low frequency results we also introduce a novel screen space ambient occlusion technique that allows us to generate a smoother result with fewer samples. These three techniques, low and high frequency used together, provide a viable indirect lighting solution that can be run in milliseconds on today's hardware, providing a useful new technique for indirect lighting in real-time graphics.