0:03Recap and set the stage for the day
                    
                        0:03Recap and set the stage for the day
                     
                    
                        0:03Recap and set the stage for the day
                     
                 
                
                    1:01Run the game to show our Phong lighting, and consider how to improve it
                    
                        1:01Run the game to show our Phong lighting, and consider how to improve it
                     
                    
                        1:01Run the game to show our Phong lighting, and consider how to improve it
                     
                 
                
                    9:46Blackboard: Light Rendering
                    
                        9:46Blackboard: Light Rendering
                     
                    
                        9:46Blackboard: Light Rendering
                     
                 
                
                    16:45Blackboard: Phong reflectance model
                    
                        16:45Blackboard: Phong reflectance model
                     
                    
                        16:45Blackboard: Phong reflectance model
                     
                 
                
                    22:06Blackboard: Moving beyond the simplification of the Phong model
                    
                        22:06Blackboard: Moving beyond the simplification of the Phong model
                     
                    
                        22:06Blackboard: Moving beyond the simplification of the Phong model
                     
                 
                
                    24:47Blackboard: Light Probes
                    
                        24:47Blackboard: Light Probes
                     
                    
                        24:47Blackboard: Light Probes
                     
                 
                
                    25:21Everybody needs to get lit"α
                    
                        25:21Everybody needs to get lit"α
                     
                    
                        25:21Everybody needs to get lit"α
                     
                 
                
                    25:34Blackboard: Light Probes and Cube Map
                    
                        25:34Blackboard: Light Probes and Cube Map
                     
                    
                        25:34Blackboard: Light Probes and Cube Map
                     
                 
                
                    30:52Blackboard: How light probing can solve the problem completely, but not for us
                    
                        30:52Blackboard: How light probing can solve the problem completely, but not for us
                     
                    
                        30:52Blackboard: How light probing can solve the problem completely, but not for us
                     
                 
                
                    33:31Blackboard: Producing hemispheres of light ad infinitum
                    
                        33:31Blackboard: Producing hemispheres of light ad infinitum
                     
                    
                        33:31Blackboard: Producing hemispheres of light ad infinitum
                     
                 
                
                    37:32Blackboard: "Monte Carlo" Integration
                    
                        37:32Blackboard: "Monte Carlo" Integration
                     
                    
                        37:32Blackboard: "Monte Carlo" Integration
                     
                 
                
                    41:22Blackboard: Unbiased vs Biased rendering
                    
                        41:22Blackboard: Unbiased vs Biased rendering
                     
                    
                        41:22Blackboard: Unbiased vs Biased rendering
                     
                 
                
                    48:10Blackboard: Breaking the infinite bounce nastiness with Monte Carlo integration
                    
                        48:10Blackboard: Breaking the infinite bounce nastiness with Monte Carlo integration
                     
                    
                        48:10Blackboard: Breaking the infinite bounce nastiness with Monte Carlo integration
                     
                 
                
                    51:13Consult examples of offline renderers1,2,3,4
                    
                        51:13Consult examples of offline renderers1,2,3,4
                     
                    
                        51:13Consult examples of offline renderers1,2,3,4
                     
                 
                
                    55:33A few words on the offline rendering system in The Witness
                    
                        55:33A few words on the offline rendering system in The Witness
                     
                    
                        55:33A few words on the offline rendering system in The Witness
                     
                 
                
                    57:01Blackboard: The lighting requirements of our online renderer
                    
                        57:01Blackboard: The lighting requirements of our online renderer
                     
                    
                        57:01Blackboard: The lighting requirements of our online renderer
                     
                 
                
                    1:01:29Blackboard: Turning an aerial lighting problem into a point lighting problem
                    
                        1:01:29Blackboard: Turning an aerial lighting problem into a point lighting problem
                     
                    
                        1:01:29Blackboard: Turning an aerial lighting problem into a point lighting problem
                     
                 
                
                    1:05:21Blackboard: Light source occlusion
                    
                        1:05:21Blackboard: Light source occlusion
                     
                    
                        1:05:21Blackboard: Light source occlusion
                     
                 
                
                    1:12:17Blackboard: Consider various techniques for lighting
                    
                        1:12:17Blackboard: Consider various techniques for lighting
                     
                    
                        1:12:17Blackboard: Consider various techniques for lighting
                     
                 
                
                    1:16:19Consider the attractiveness of using a system that doesn't bifurcate the renderer into two parts
                    
                        1:16:19Consider the attractiveness of using a system that doesn't bifurcate the renderer into two parts
                     
                    
                        1:16:19Consider the attractiveness of using a system that doesn't bifurcate the renderer into two parts
                     
                 
                
                    1:21:37Consult Alex Evans' 'Fast Approximations for Lighting of Dynamic Scenes'5
                    
                        1:21:37Consult Alex Evans' 'Fast Approximations for Lighting of Dynamic Scenes'5
                     
                    
                        1:21:37Consult Alex Evans' 'Fast Approximations for Lighting of Dynamic Scenes'5
                     
                 
                
                    1:29:17Consider flipping a coin
                    
                        1:29:17Consider flipping a coin
                     
                    
                        1:29:17Consider flipping a coin
                     
                 
                
                    1:30:26Blackboard: Voxel cone tracing6
                    
                        1:30:26Blackboard: Voxel cone tracing6
                     
                    
                        1:30:26Blackboard: Voxel cone tracing6
                     
                 
                
                    1:38:12Consider that we want a simpler approach, e.g. the point light propagation model
                    
                        1:38:12Consider that we want a simpler approach, e.g. the point light propagation model
                     
                    
                        1:38:12Consider that we want a simpler approach, e.g. the point light propagation model
                     
                 
                
                    1:44:01Blackboard: Lighting Process Proposal
                    
                        1:44:01Blackboard: Lighting Process Proposal
                     
                    
                        1:44:01Blackboard: Lighting Process Proposal
                     
                 
                
                
                    1:50:21@mtsmox Don't we already need acceleration, because the lookups for the closest traversable are already "slow"?
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                        1:50:21@mtsmox Don't we already need acceleration, because the lookups for the closest traversable are already "slow"?
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                        1:50:21@mtsmox Don't we already need acceleration, because the lookups for the closest traversable are already "slow"?
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                    1:50:42Blackboard: Closest Point Query vs Line Query
                    
                        1:50:42Blackboard: Closest Point Query vs Line Query
                     
                    
                        1:50:42Blackboard: Closest Point Query vs Line Query
                     
                 
                
                    1:54:37Blackboard: Ray tracing through a grid
                    
                        1:54:37Blackboard: Ray tracing through a grid
                     
                    
                        1:54:37Blackboard: Ray tracing through a grid
                     
                 
                
                    1:56:55@jura_z Why not use signed [sic] distance fields? Best for line queries. (Sorry, a bit of context, just joined your stream)
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                        1:56:55@jura_z Why not use signed [sic] distance fields? Best for line queries. (Sorry, a bit of context, just joined your stream)
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                        1:56:55@jura_z Why not use signed [sic] distance fields? Best for line queries. (Sorry, a bit of context, just joined your stream)
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                    1:58:08Blackboard: Signed distance field
                    
                        1:58:08Blackboard: Signed distance field
                     
                    
                        1:58:08Blackboard: Signed distance field
                     
                 
                
                    2:01:42@jura_z k-d tree?
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                        2:01:42@jura_z k-d tree?
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                        2:01:42@jura_z k-d tree?
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                    2:02:35@kim_jorgensen Shouldn't we get the frame rate to a reasonable range before adding more complexity (lighting)? How do we know our budget?
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                        2:02:35@kim_jorgensen Shouldn't we get the frame rate to a reasonable range before adding more complexity (lighting)? How do we know our budget?
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                        2:02:35@kim_jorgensen Shouldn't we get the frame rate to a reasonable range before adding more complexity (lighting)? How do we know our budget?
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                    2:03:03Run the game in release, to check out the frame rate
                    
                        2:03:03Run the game in release, to check out the frame rate
                     
                    
                        2:03:03Run the game in release, to check out the frame rate
                     
                 
                
                    2:03:50@jim0_o Are there (obvious) visual differences in these different lighting methods?
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                        2:03:50@jim0_o Are there (obvious) visual differences in these different lighting methods?
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                        2:03:50@jim0_o Are there (obvious) visual differences in these different lighting methods?
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                    2:04:42@vaualbus On top of this, how we will manage shadows? Is that another big problem to solve?
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                        2:04:42@vaualbus On top of this, how we will manage shadows? Is that another big problem to solve?
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                        2:04:42@vaualbus On top of this, how we will manage shadows? Is that another big problem to solve?
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                    2:05:35@illumi25 Do you know if your broadcasts have inspired improvements in "popular" game engines out there?
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                        2:05:35@illumi25 Do you know if your broadcasts have inspired improvements in "popular" game engines out there?
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                        2:05:35@illumi25 Do you know if your broadcasts have inspired improvements in "popular" game engines out there?
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                    2:08:43@vaualbus So all of this is still not a physically based rendering renderer? So almost all the time light is pre-calculated at asset creation?
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                        2:08:43@vaualbus So all of this is still not a physically based rendering renderer? So almost all the time light is pre-calculated at asset creation?
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                        2:08:43@vaualbus So all of this is still not a physically based rendering renderer? So almost all the time light is pre-calculated at asset creation?
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                    2:12:40@kim_jorgensen Really slow on my old PC in debug mode. But it was more how do we know our budget?
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                        2:12:40@kim_jorgensen Really slow on my old PC in debug mode. But it was more how do we know our budget?
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                        2:12:40@kim_jorgensen Really slow on my old PC in debug mode. But it was more how do we know our budget?
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