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.