@Vilem Otte Nice, you can also extend that to support multiple bounces too which is quite straight forward, doing additional cone traces from every voxel.
Also voxel cone tracing have been already used by games such as Tomorrow Children on PS4, which also has some slides detailing their implementation: http://fumufumu.q-games.com/archives/Cascaded_Voxel_Cone_Tracing_final.pdf They eliminate light bleeding by using anisotropic voxels storing different radiance for different directions.
And I think the latest Tomb Raider also uses some voxel based ambient occlusion.
But for @MonterMan 's case with static lighting I agree that this is overkill and lightmaps will provide much more detail for much less performance and much easier to implement.