Selection of GI techniques working in real time I'm considering topic of my thesis connected with computer graphics - I would compare some GI techniques which work completely in real time (no precomputation to lightmaps etc. and each frame everything is calculated anew) to narrow my topic.

I plan to compare two kind of techniques:


based on RSM sampling heuristics (Radiance Hints) 
based on cone tracing of scene voxelization calculated in every frame (Voxel Cone Tracing) 


Each technique is based on grid moving with camera in voxel size increments.

The key I think is to describe pros and cons of kind of technique in more general way. For example some other techniques are based on RSM sampling. I think two kinds should suffice.

Is there any other important or popular kind of technique which I should include or I am not aware of?
In this vein a bit, Killzone renders one bounce reflections, but uses temporal anti aliasing to combine the last frame with the current frame.

In practice, this means you get MANY bounce reflections, since in effect each frame rendered catches the previous number of reflections as the new reflection - adding one each frame.

Not quite GI, but i wouldn't be surprised if people pursue that direction more in the future, if they aren't already working on it.

The temporal anti aliasing used normally lets you get more samples with subsequent frames, but used in this way, it also gives you higher bounce counts with subsequent frames.

I could totally see doing path tracing type path following, choosing reflection or BSDF rays based on fresnel equations for instance, and having the temporal AA combine it over time.