Maybe I'm missing something, but I don't see anything that prevents it.
Maybe I'm missing something, but I don't see anything that prevents it.
As far as other engines doing GI, Unity uses enlighten wich cheats (brilliantly) by precomputing the scene (not baking) which lets it dynamically do GI in a scene.
In the end, the global illumination solutions they've had :
* VCT [1], seemed real-time
* Indirect Lighting Cache (similar to Tatarchuk's irradiance volumes), precomputed with their Lightmass tech same as UE3 I think
* LPV (Light Propagation Volumes, contributed by Lionhead Studios) [2]
* Distance Field GI [3]
Global illumination in real-time is a hard problem, there's a lot of interesting research on it at the moment.
[1] https://de45xmedrsdbp.cloudfront.net/Resources/files/The_Tec...
[2] https://docs.unrealengine.com/latest/INT/Engine/Rendering/Li...
[3] http://timhobsonue4.snappages.com/distance-field-global-illu...
For voxel GI there is:
http://www.sonicether.com/segi/
http://docs.cryengine.com/display/SDKDOC2/Voxel-Based+Global...