From my quite basic understanding, SVOGI is just Voxel Cone Tracing inside of a Sparse Voxel Octree and that it utilizes the GPU voxelization ?
and im guessing here but the Sparse Voxel Octree gathers the direct lighting and stores a hierarchical graph representation of the geometry as voxels ? Then the Voxel Cone Traces the indirect lighting through the bouncing off the voxels ?
Id love correction on my thoughts, It seems super interesting and i’d love to know more. illumination and visibility determination is some of my favorite stuff. The SVOGI code would be a dream, just to be able to look at it, and modify if possible.