Adding extra probes around walls (detroit become human)
Offset along "bent normal"
Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts), DDGI, McGuire
- https://research.nvidia.com/sites/default/files/pubs/2017-02_Real-Time-Global-Illumination/light-field-probes-final.pdf
- https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9900-irradiance-fields-rtx-diffuse-global-illumination-for-local-and-cloud-graphics.pdf
Build approximate geometry
- https://www.activision.com/cdn/research/Volumetric_Global_Illumination_at_Treyarch.pdf#page=39 also
- http://mrakobes.com/Nikolay.Stefanov.GDC.2016.pdf#page=56
- https://www.gdcvault.com/play/1023273/Global-Illumination-in-Tom-Clancy
Save best-probes in voxels - also weigh by angle to normal (and other magic)
Again, add probes close to walls (but with tetrahedra)
Probe-visibility by "tetrahedral"-shadowmap
Farcry
Sebastian Legarde