I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global illumination in real time for dynamic scenes. In the past month I've finally given myself a chance to look at the algorithm more in-depth and try at implementing it. Voxel Cone Traced Global Illumination Voxel cone traced global illumination allows real-time evaluation of indirect lighting. It works by voxelizing a scene into a structure on the GPU that stores outgoing radiance and occlusion. Then the scene is rendered as normal, but cones are cast through the volume from each fragment to approximate indirect diffuse and specular lighting. Voxelization The first step of the algorithm is to voxelize the scene. The original implementation builds a sparse octree structure on the GPU. The octree implementation helps reduce memory usage on the GPU significantly so it is possible to voxelize the scene at higher resolution, but