the best technique is highly dependent on your exact requirements. i.e. scene type, scale, amount of dynamic objects, lighting complexity, how many bounces you want, how many months or years you want to spend researching this, what your target HW is, etc. I think it is safe to say no GI technique is trivial to implement in a way that looks good in real life scenarios and runs fast (no light leaking, bugs, etc.) It's an area of active research, so you won't find ready made solutions.
Maybe it's best just to start by implementing some of the building blocks techniques, like basic RSM or lightmap baking, and taking it from there.
If you want to read up on modern approaches for dynamic GI, Remedy just released a paper going over their approach. Not miles apart is Ubi's solution used on Far Cry 3/4. Another trendy approach I have not seen used in commercial larger games yet is Voxel Cone Tracing. Google will lead you to a bunch of papers for all of these, but realistically this is not the type of thing where you just follow the paper and will get awesome results fast.
ATEFredMember Since 19 Sep 2007
Offline Last Active May 22 2016 12:56 PM
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