compute the initial source functions for each direction for each voxel, this is equivalent to photon tracing through the volume (sourceFunc = I0 * exp(-KS))
for each direction in dom m = 1to M
determine the starting corner
for all voxels starting from the corner
get the incoming radiances along each axis Lin(X|Y|Z)(m), this will be zero for boundary voxels and for all other voxels its the outgoing radiance of the adjacent voxels Lout(X+/-1YZ | XY+/-1Z | XYZ+/-1)(m)
compute avg. radiance Lavg(m) using the Lin's and source function
compute outgoing radiances for current voxel Lout(X|Y|Z)
update source function contribution due to incoming radiances