This global illumination technique does not depend on tracing rays and is very, very cheap to resolve.
tradeoff is that it does not support specular reflections, but any dedicated graphics card of at least 7 years ago will very likely have leftover headroom to use whitted ray-tracing through an spatial split bounding volume hierarchy (sbvh) after this type of Gi is calculated.
here is an example:
https://youtu.be/s1mmxc9Q_BI
This global illumination technique does not depend on tracing rays and is very, very cheap to resolve.
tradeoff is that it does not support specular reflections, but any dedicated graphics card of at least 7 years ago will very likely have leftover headroom to use whitted ray-tracing through an spatial split bounding volume hierarchy (sbvh) after this type of Gi is calculated.
here is an example:
https://youtu.be/s1mmxc9Q_BI