Sparse Voxel Octree Total Illumination (SVOTI)
This could be very useful for faster computation in BR and Cycles. It is based on Voxel Cone Tracing pass. The method is applied here: umbragame.com/the-tech-behind-wolcen-part1-svoti/
The method is described here: simonstechblog.blogspot.hr/2013/01/implementing-voxel-cone-tracing.html
research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
docs.cryengine.com/display/SDKDOC2/Voxel-Based+Global+Illumination
2 Comments
This looks nice, but isn't it more of a "cheap" way to get GI? The whole point of Cycles is to be a typical path tracer, not a PB realtime renderer... It would be suitable for BI or the viewport, but not so much for Cycles, I believe.
I think, the problem for realistic render is that EVERYTHING is lightsources. For realistic light there is already SPPM (Photons). With photon maps.
SVOTI may be good for making advanced AO/GI additional light, based on fast tracing of scene.