Funny you say that, as that is that the part that feel the least objectionable to me. Although thats comoing from somebody who is drunk, not a dev, and haan't watched the video yet (will do it now) but I just cant keep my impetus from ill informed opinion spilling at bay...
Anyway, from what I gathered so far, the radiance (or irradiance, whatever is the proper term for outgoing light) is stored in a mix of a probe grid and a surface cache consisting of textured quads "boxing out" models in a very aproximate way. If anything about lummen is messy, that seems to me to be the most worthy source of complaint. For all that nanite is doing for generalizing complex problems and streamlining them from a production POV, that part of Lumen looks to me to be the most hacky and manual-tweak worthy one.
I get it that the engine probably tries to find automaticaly, the best convex hull for each object, but even then I suppose it is often gonna do a bad enough job on the general case that dedicated devs will stilll have toassage the system and work around it a-plenty, to avoid a lot of the shortcomings.
I think they are on the right track in using SDFs for visibility/occlusion. It seams to me like obe of the best "bang-for-the-buck' secobdary scene representations for random access ray tracing and cobe tracing. But that only solve occlusion, but still lacks some other representation to encode the outgoing light.
For those purposes, I'm surprised Epic didn't rely entirely on a voxel grid prove systen. Even if it does not bring the best accuracy for the budget, it seems to me like the most constant aproach from a performance/memory budget point of view, which I assume are the prefered compromises for a commercialized engine that us trying to serve as many custumers as possible.
The textured quad based surface caching just seems like such a hacky and unwildly solutiob to me.