This is a quick feature overview of my custom engine and work-in-progress untitled game.
Static direct lighting and indirect bounce lighting information is baked into lightmaps. The current version uses raytracing hardware to perform Monte Carlo path-tracing on the GPU and calculate the bounce lighting that each surface luxel receives. Previously, I had written a slower hemicube rendering based solution: https://kevin.gd/PrebakedGlobalIllumination.html.
Dynamic models such as characters are illuminated using light probes baked into the levels. It uses the same Monte Carlo path-tracing shader to collect the indirect bounce lighting from the 6 directions around each light probe. The directional data gives me something similar to Valve's Ambient Cube solution in Half-Life 2. The difference in my solution is that I cache which directional light sources are visible from the light probe and use this later to know which light sources are occluded from that region in space.