I bought the book thinking i would get access to the source for this, damn it. Great work going on in here, Suggestion - Mixing this technique as is having to be reverse engineered anyway why not think about crossing with idea's from Deep G Buffers for fast screen space GI and AO http://graphics.cs.williams.edu/papers/DeepGBuffer14/ . Morgans paper is brilliant, he's also provided base code for the system. Screen space cone traced reflections mixed with Deep G Buffers would be a superb step in the right direction for near to offline results (as we can get right now anyway).
Guys take a look. Cheers
Eh, that's a lot of extra scene complexity dependent work for not a lot of benefit. SSR already only looks good if you've a specific art direction, are blending it with cubemaps/other pre-computed reflections, or only use it for specific and controlled materials like a rough, partially reflective flat floor or puddles. Otherwise you get extreme temporal instability and it just ends up looking weird.
Great work on sussing out the details of this though! I'd been eyeing the book just for this article, but it's good to know that it wasn't terribly complete and B. that there's now this thread with a very well documented journey of work and code to look at anyway!