Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Multiple bounces are a different story, cause even if I improve a lot the tracing code, time increases exponentially with the number of bounces. I’ll implement a different approach to that, tracing at Voxel level and using the prev frame Voxel grid, so that will give a rough approximation to the other bounces. Coupled with the accurate first bounce should look good enough and have a small performance hit

That’s already I place actually, you need to define the bounds for the Voxel grid and the Voxel size. Also you can make the bounds follow the camera. Another thing to keep in mind is that I’m using the lowest lod to voxelize, but most of epic’s showcase scenes, or even the starter content have no lod in place.