Extended light maps store pre-computed illumination in light maps to improve rendering efficiency. The light map contains two channels - a light channel that stores values like diffuse lighting, and a shadow channel that stores depth values to determine lit pixels. This approach better utilizes hardware and reduces rendering passes. It allows effects like bump mapping and reflections to be pre-computed and applied during rendering. However, the light channel can only affect lit pixels, and high-resolution textures are needed for accurate shadows. Future work includes improving shadow quality and adding more applications of the light channel.