The current implementation is bound by the mesh geometry, that's why you don't see such a large radius being applied. It is however quite fast compared to other render engines implementations and that's why we have decided to keep it.
We are working right now on a completely new mode which will likely be slower but way more robust, and which should give you similar results as the one you show.
We're however planning to keep both modes so you can choose depending on what's working better for your scene.
Great Idea Like this! Nice work guys!