I've implemented a basic version of Voxel Cone Tracing that uses a single volume texture (covering a small region around the player).
But I want to have large and open environments, so I must use some cascaded (LoD'ed) variant of the algorithm.
1) How to inject sky light into the voxels and how to do it fast? (e.g. imagine a large shadowed area which is lit by the blue sky above.)
I think, after voxelizing the scene I will introduce an additional compute shader pass where, from each surface voxel, I will trace cones in the direction of the surface normal until they hit the sky (cubemap), but, I'm afraid, it would be slow with Cascaded Voxel Cone Tracing.
2) How to calculate (rough) reflections from the sky (and distant objects)?
If the scene consists of many "reflective" pixels, tracing cones through all cascades would destroy performance.
Looks like Voxel Cone Tracing is only suited for smallish indoor scenes (like Doom 3-style cramped spaces).