Figure 1: In this scene, we use a near-UV light for illumination. While non-fluorescent materials only reflect shades of the illumination colour (left), fluorescent surfaces also reemit a portion of the absorbed energy from incident light as a light at additional wavelengths, leading to the colourful appearance of other objects in the scene. To represent fluorescent materials in a renderer, we typically use reradiation matrices (centre), which have a significant memory overhead. Instead, we propose a more efficient representation of these matrices using Gaussian mixture models (right -eight Gaussians). Although compact, this representation also provides compelling results even with such challenging illumination.