Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Voxel cascades will have the stack problem though. Oh, wait, unless you mean using a lower res as you get away from the starting point. I’m in the middle of a change on the way I store the voxels, will use 3d textures, and that will surely make it easier to implement cascades. Will keep you updated. I do do trace against a packed binary voxels grid, so I need to sample less, but that have some implementation issues. Now ill move that binary grid to a r8_uint 3d Tex where I pack 8 voxels, so that it’s effectively at half res for the trace, but full res when sampling.