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According to this interview of Tim Sweeney, their technique is called SVOGI (Sparse Voxel Octree Global Illumination) and... it is based on the voxel cone-tracing technique we published last year at Pacific Graphics ! :-D
That's really awesome to see research results being used so quickly in a game engine ! Beyond the paper, you can find more details about our voxel cone-tracing approach in my GTC 2012 talk, my Siggraph talk, as well as in my Ph.D thesis on GigaVoxels.
June 9, 2012 at 12:13 PM
Looks like they've borrowed your idea of doing cone tracing in a sparse voxel octree (http://www.geforce.com/whats-new/articles/stunning-videos-show-unreal-engine-4s-next-gen-gtx-680-powered-real-time-graphics/). Congratulations!
June 9, 2012 at 12:51 PM
Thanks ! :)
June 11, 2012 at 7:11 PM
Congratulation Cyril, it is really awesome work you have done!!
And to see your own work put to action in Unreal engine must be just.. unreal :-)
June 20, 2012 at 5:28 AM
So will Epic be paying you royalties?
August 8, 2012 at 11:34 AM
The link http://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel-cone-tracing is broken. Nvidia has shut down the entire publications page. Please post it somewhere accessible.
April 22, 2013 at 6:58 PM
Why cones? Naturally one thinks of square pyramids because of the shape of the pixels. What advantages do cones have?