Ok so I was thinking about voxel cone-tracing for GI, especially now that UE4 is implementing a version of it, and have a few inquires as well as misgivings that I hope can be cleared up. Foremost, is using the averaged, lower-res voxel level really a way to describe diffuse lighting properly? How does the approach take…
http://nvidia.fullviewmedia.com/gtc2012/0515-B-S0610.html many cones approximate a hemisphere, you can sample more than one cone. And you do have the normal information as well to do weighting of your own normal and the sender's normal. It's of course an approximation, and not like tracing tons of rays, but since diffuse…
I'm using "unlimited bounces" via a feedback loop (i.e. revoxelizing the scene each frame and re-injecting the indirect+direct color values into the same 3D texture). It's very difficult to see due to the low-quality of the cone-traced refraction, but technically you can have multiple refractions through several different…