Abstract: 
    
            
                    Mixed reality applications which must provide visual coherence between  
synthetic and real objects need relighting solutions for both: synthetic  
objects have to match lighting conditions of their real counterparts, while  
real surfaces need to account for the change in illumination introduced by  
the presence of an additional synthetic object. In this paper we present a  
novel relighting solution called Delta Voxel Cone Tracing to compute both  
direct shadows and first bounce mutual indirect illumination. We introduce a  
voxelized, pre-filtered representation of the combined real and synthetic  
surfaces together with the extracted illumination difference due to the  
augmentation. In a final gathering step this representation is cone-traced  
and superimposed onto both types of surfaces, adding additional light from  
indirect bounces and synthetic shadows from antiradiance present in the  
volume. The algorithm computes results at interactive rates, is temporally  
coherent and to our knowledge provides the first real-time rasterizer  
solution for mutual diffuse, glossy and perfect specular indirect reflections  
between synthetic and real surfaces in mixed reality.