Sorry for taking long, been having little spare time. Is one bounce, but could be extended to multiple bounces. Performance is probably a problem tough.
At start it will work only for dynamic and static objects, but particles and others could be added later.
Regarding NVIDIA’s technique, they are quite similar, with the fundamental difference that I use raytracing instead of conetracing. I also have a way more simple voxelization pipeline and I use just one binary Voxel grid, the irradiance gets reconstructed using some dark magic that I can’t talk about for now