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6:49How Monte Carlo - as opposed to uniform - sampling can effectively estimate shapes
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6:49How Monte Carlo - as opposed to uniform - sampling can effectively estimate shapes
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6:49How Monte Carlo - as opposed to uniform - sampling can effectively estimate shapes
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13:50"Importance" sampling
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13:50"Importance" sampling
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13:50"Importance" sampling
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15:23"Importance" sampling in the context of lighting
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15:23"Importance" sampling in the context of lighting
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15:23"Importance" sampling in the context of lighting
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17:43The cosθ property of surfaces
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17:43The cosθ property of surfaces
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17:43The cosθ property of surfaces
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22:33Our current "Pure Monte Carlo" sampling scheme, and how SampleHemisphere() is biased
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22:33Our current "Pure Monte Carlo" sampling scheme, and how SampleHemisphere() is biased
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22:33Our current "Pure Monte Carlo" sampling scheme, and how SampleHemisphere() is biased
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26:18Our problem: Low Sampling Rate vs Discontinuities in the Function
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26:18Our problem: Low Sampling Rate vs Discontinuities in the Function
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26:18Our problem: Low Sampling Rate vs Discontinuities in the Function
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33:35Run the game to see the flickering
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33:35Run the game to see the flickering
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33:35Run the game to see the flickering
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34:03Make ComputeLightPropagation() use a different random series every frame
34:03Make ComputeLightPropagation() use a different random series every frame
34:03Make ComputeLightPropagation() use a different random series every frame
35:13Run the game to see this even more pronounced flickering
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35:13Run the game to see this even more pronounced flickering
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35:13Run the game to see this even more pronounced flickering
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37:03Provide the ability to toggle the lighting computation
37:03Provide the ability to toggle the lighting computation
37:03Provide the ability to toggle the lighting computation
39:23Run the game and recompute the lighting at will
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39:23Run the game and recompute the lighting at will
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39:23Run the game and recompute the lighting at will
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40:07Dramatically increase the RayCount in ComputeLightPropagation()
40:07Dramatically increase the RayCount in ComputeLightPropagation()
40:07Dramatically increase the RayCount in ComputeLightPropagation()
40:20Run the game to see less flicker
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40:20Run the game to see less flicker
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40:20Run the game to see less flicker
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40:46Reduce the RayCount in ComputeLightPropagation()
40:46Reduce the RayCount in ComputeLightPropagation()
40:46Reduce the RayCount in ComputeLightPropagation()
40:55Run the game to see more flicker
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40:55Run the game to see more flicker
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40:55Run the game to see more flicker
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42:14Consider how to perform temporal smoothing on the lighting
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42:14Consider how to perform temporal smoothing on the lighting
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42:14Consider how to perform temporal smoothing on the lighting
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45:51"Spatial Correspondence"
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45:51"Spatial Correspondence"
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45:51"Spatial Correspondence"
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47:38Remembering light indices
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47:38Remembering light indices
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47:38Remembering light indices
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51:32Add a LightingIndex to entity_visible_piece
51:32Add a LightingIndex to entity_visible_piece
51:32Add a LightingIndex to entity_visible_piece
56:05Consider examples of poor spatial correspondence
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56:05Consider examples of poor spatial correspondence
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56:05Consider examples of poor spatial correspondence
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57:41Upgrade PushQuad() to set a LightingIndex
57:41Upgrade PushQuad() to set a LightingIndex
57:41Upgrade PushQuad() to set a LightingIndex
59:24Run the game and see no lighting
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59:24Run the game and see no lighting
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59:24Run the game and see no lighting
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59:51Make PushCube() set LightCount and LightIndex
59:51Make PushCube() set LightCount and LightIndex
59:51Make PushCube() set LightCount and LightIndex
1:02:07Run the game to see lighting restored on the cubes but not the sprites
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1:02:07Run the game to see lighting restored on the cubes but not the sprites
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1:02:07Run the game to see lighting restored on the cubes but not the sprites
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1:02:43Enable PushCube() to read from the LightIndexStore
1:02:43Enable PushCube() to read from the LightIndexStore
1:02:43Enable PushCube() to read from the LightIndexStore
1:09:40Run the game to see that it doesn't work
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1:09:40Run the game to see that it doesn't work
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1:09:40Run the game to see that it doesn't work
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1:10:12Add DebugLightIndex to game_mode_world for PushLight() to use
1:10:12Add DebugLightIndex to game_mode_world for PushLight() to use
1:10:12Add DebugLightIndex to game_mode_world for PushLight() to use
1:11:54Run the game to see our lighting
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1:11:54Run the game to see our lighting
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1:11:54Run the game to see our lighting
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1:13:13Enable ExtractReflectorsFromQuads() to use the LightIndex
1:13:13Enable ExtractReflectorsFromQuads() to use the LightIndex
1:13:13Enable ExtractReflectorsFromQuads() to use the LightIndex
1:15:22Run the game to see that the light isn't stable
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1:15:22Run the game to see that the light isn't stable
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1:15:22Run the game to see that the light isn't stable
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1:17:11Step in to ExtractReflectorsFromQuads() and inspect the Solution
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1:17:11Step in to ExtractReflectorsFromQuads() and inspect the Solution
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1:17:11Step in to ExtractReflectorsFromQuads() and inspect the Solution
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1:20:17Add LastEmit and LastDirection to the lighting_solution so ExtractReflectorsFromQuads() can mix in those values at the end of the routine
1:20:17Add LastEmit and LastDirection to the lighting_solution so ExtractReflectorsFromQuads() can mix in those values at the end of the routine
1:20:17Add LastEmit and LastDirection to the lighting_solution so ExtractReflectorsFromQuads() can mix in those values at the end of the routine
1:25:37Run the game to see that we have four frames of lag on the lighting
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1:25:37Run the game to see that we have four frames of lag on the lighting
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1:25:37Run the game to see that we have four frames of lag on the lighting
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1:25:49Enable ComputeLightPropagation() to use our tracked LastEmit and LastDirection
1:25:49Enable ComputeLightPropagation() to use our tracked LastEmit and LastDirection
1:25:49Enable ComputeLightPropagation() to use our tracked LastEmit and LastDirection
1:27:30Run the game to see that the walls didn't get any lighting
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1:27:30Run the game to see that the walls didn't get any lighting
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1:27:30Run the game to see that the walls didn't get any lighting
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1:28:45Run the game to see less flicker
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1:28:45Run the game to see less flicker
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1:28:45Run the game to see less flicker
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1:29:16Make ComputeLightPropagation() interpolate the lighting across 10 frames
1:29:16Make ComputeLightPropagation() interpolate the lighting across 10 frames
1:29:16Make ComputeLightPropagation() interpolate the lighting across 10 frames
1:29:20Run the game to see the lighting
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1:29:20Run the game to see the lighting
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1:29:20Run the game to see the lighting
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1:29:36Make ComputeLightPropagation() interpolate the lighting across 20 frames
1:29:36Make ComputeLightPropagation() interpolate the lighting across 20 frames
1:29:36Make ComputeLightPropagation() interpolate the lighting across 20 frames
1:29:38Run the game to see the lighting
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1:29:38Run the game to see the lighting
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1:29:38Run the game to see the lighting
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1:29:46Make ComputeLightPropagation() interpolate the lighting across 100 frames
1:29:46Make ComputeLightPropagation() interpolate the lighting across 100 frames
1:29:46Make ComputeLightPropagation() interpolate the lighting across 100 frames
1:29:49Run the game to see the lighting
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1:29:49Run the game to see the lighting
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1:29:49Run the game to see the lighting
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1:30:26Make ComputeLightPropagation() interpolate the lighting across 10 frames, and cast more rays
1:30:26Make ComputeLightPropagation() interpolate the lighting across 10 frames, and cast more rays
1:30:26Make ComputeLightPropagation() interpolate the lighting across 10 frames, and cast more rays
1:30:42Run the game and tweak our latency and RayCount
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1:30:42Run the game and tweak our latency and RayCount
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1:30:42Run the game and tweak our latency and RayCount
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1:32:00Step in to ComputeLightPropagation() and inspect the Solution
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1:32:00Step in to ComputeLightPropagation() and inspect the Solution
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1:32:00Step in to ComputeLightPropagation() and inspect the Solution
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1:34:08Make ComputeLightPropagation() normalize or zero the AverageDirectionToLight interpolation
1:34:08Make ComputeLightPropagation() normalize or zero the AverageDirectionToLight interpolation
1:34:08Make ComputeLightPropagation() normalize or zero the AverageDirectionToLight interpolation
1:34:41Run the game to see that that fixed it
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1:34:41Run the game to see that that fixed it
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1:34:41Run the game to see that that fixed it
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1:35:06Reinsert the snake
1:35:06Reinsert the snake
1:35:06Reinsert the snake
1:35:35Run the game to see the lighting with the snake, and the more noticeable lag
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1:35:35Run the game to see the lighting with the snake, and the more noticeable lag
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1:35:35Run the game to see the lighting with the snake, and the more noticeable lag
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1:36:32Q&A
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1:36:32Q&A
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1:36:32Q&A
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1:37:00Note in ComputeLightPropagation() to finish implementing and debugging lighting
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1:37:00Note in ComputeLightPropagation() to finish implementing and debugging lighting
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1:37:00Note in ComputeLightPropagation() to finish implementing and debugging lighting
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1:38:36ataradov Q: Yesterday someone asked if it will be beneficial to have more test scenes for lighting tests. And this was never answered
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1:38:36ataradov Q: Yesterday someone asked if it will be beneficial to have more test scenes for lighting tests. And this was never answered
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1:38:36ataradov Q: Yesterday someone asked if it will be beneficial to have more test scenes for lighting tests. And this was never answered
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1:38:48areriff Q: Don't you use the todo.txt in the code directory to make notes?
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1:38:48areriff Q: Don't you use the todo.txt in the code directory to make notes?
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1:38:48areriff Q: Don't you use the todo.txt in the code directory to make notes?
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1:39:09longboolean Q: Found this video,1 seems related to what we are talking about (render denoising). What is your take on the use of machine learning to approach problems like these?
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1:39:09longboolean Q: Found this video,1 seems related to what we are talking about (render denoising). What is your take on the use of machine learning to approach problems like these?
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1:39:09longboolean Q: Found this video,1 seems related to what we are talking about (render denoising). What is your take on the use of machine learning to approach problems like these?