Realtime Dynamic GI + Reflections + AO + Emissive - AHR

***UPDATE 2 : I got hired to finish developing exclusively for a client, so I won’t be updating the repo on github. It’s still there, but if you want to do something with it, please contact me first. Thank you all ***

UPDATE
Clarifications: Due to limitations both on time and the interface of UE, is NOT a , but a modification of the engine source
Public release here, but first watch video.
Also, jump straight to page 10, that’s where the fun starts :wink:
You’ll need to be loged in github to download, with your account that’s linked to your unreal engine account
Test Scene here : MEGA
Old stuff follows

Hy everyone.
I have been developing a technique, called Approximate Hybrid Raytracing (AHR), to render global illumination, reflections, and AO for fully dynamic scenes, approximating the scene with a voxel grid and then raytracing.
I aim mid-range hardware, for example, my FX-6300 and GTX 750 Ti runs the sample demo at 60 FPS for the lowest quality preset and around 27 FPS for a reasonably high quality preset.
I decided to write a for UE4 that integrates AHR into the editor, considering Epic dropped support for dynamic GI, and LPVs doesn’t produce high quality results.

For now, I just have an old video ([SIZE=5][SIZE=4]I say it again. OLD video. It runs about 60% - 70% faster now[/SIZE][/SIZE]) and a few screenshots of AHR inside UE4.
http://i.imgur.com/GE7dB0s.png
http://i.imgur.com/bMQAl5O.png

AHR features include:
• Scalable quality
• Fully dynamic scenes
• 1 bounce indirect illumination
• 1 bounce reflections
• Flexible material model
• “Free” (no performance hit over standard GI, just reuses samples) AO
• Unlimited emissive materials with soft shadows

I’ll be updating with screenshots and demos over week, and then two weeks later (starting October 6) I’ll start to update thread every day.