![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM4MUqG_jr2cZ_zIC_BbdCTkmmA-ojAoV2hC2P6UXN7l9WX0oJ0sv2hZyBusP1fVKqj4Bs_aes9zgz5pZ2gZVBWxOY4bZnQITHMDPF0ILNqRYEu1T5bdEtec9VOszPQ-tgaiP4IaZAE68/s320/UE4-Showcase.jpg)
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.