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1:26:09Make ComputeLightPropagation() concentrate the points towards the top
1:26:09Make ComputeLightPropagation() concentrate the points towards the top
1:26:09Make ComputeLightPropagation() concentrate the points towards the top
1:28:10Run the game to see our distribution, and consider distributing all 64 separately
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1:28:10Run the game to see our distribution, and consider distributing all 64 separately
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1:28:10Run the game to see our distribution, and consider distributing all 64 separately
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1:28:19Make ComputeLightPropagation() distribute all 64 points unbundled
1:28:19Make ComputeLightPropagation() distribute all 64 points unbundled
1:28:19Make ComputeLightPropagation() distribute all 64 points unbundled
1:31:15Run the game to see our 64 distributed points
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1:31:15Run the game to see our 64 distributed points
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1:31:15Run the game to see our 64 distributed points
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1:33:19Q&A
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1:33:19Q&A
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1:33:19Q&A
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1:33:57bestalloys Q: What do you think about a compile time switch to flip between pseudo-rng and standard rng to see if it's an rng issue?
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1:33:57bestalloys Q: What do you think about a compile time switch to flip between pseudo-rng and standard rng to see if it's an rng issue?
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1:33:57bestalloys Q: What do you think about a compile time switch to flip between pseudo-rng and standard rng to see if it's an rng issue?
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1:34:34nxsy Q: Why can’t we use the spiral method to generate 64 points, that we group into 16 groups of 4 based on direction, and then rotate the spiral 18 degrees over 20 frames for the samples?
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1:34:34nxsy Q: Why can’t we use the spiral method to generate 64 points, that we group into 16 groups of 4 based on direction, and then rotate the spiral 18 degrees over 20 frames for the samples?
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1:34:34nxsy Q: Why can’t we use the spiral method to generate 64 points, that we group into 16 groups of 4 based on direction, and then rotate the spiral 18 degrees over 20 frames for the samples?
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1:35:18frostyninja Q: What about a precomputed sample sphere that you rotate over the frame period instead of random jittering?
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1:35:18frostyninja Q: What about a precomputed sample sphere that you rotate over the frame period instead of random jittering?
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1:35:18frostyninja Q: What about a precomputed sample sphere that you rotate over the frame period instead of random jittering?
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1:35:39Lateral distribution
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1:35:39Lateral distribution
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1:35:39Lateral distribution
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1:38:02Consider doing quadrant-based distribution
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1:38:02Consider doing quadrant-based distribution
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1:38:02Consider doing quadrant-based distribution
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1:38:36bestalloys crt rng
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1:38:36bestalloys crt rng
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1:38:36bestalloys crt rng
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1:41:53Step in to the asm of rand() from the CRT5
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1:41:53Step in to the asm of rand() from the CRT5
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1:41:53Step in to the asm of rand() from the CRT5
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1:44:54longboolean Q: Is this intended as a preprocessed step or will these hemispheres be computed for every quad every frame?
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1:44:54longboolean Q: Is this intended as a preprocessed step or will these hemispheres be computed for every quad every frame?
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1:44:54longboolean Q: Is this intended as a preprocessed step or will these hemispheres be computed for every quad every frame?
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1:45:14fierydrake Q: Could anything be done with a centroidal Voronoi tessellation covering the sphere? Is that too expensive? Is it a terrible idea?
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1:45:14fierydrake Q: Could anything be done with a centroidal Voronoi tessellation covering the sphere? Is that too expensive? Is it a terrible idea?
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1:45:14fierydrake Q: Could anything be done with a centroidal Voronoi tessellation covering the sphere? Is that too expensive? Is it a terrible idea?
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1:45:35frostyninja Q: Could we get a relatively performant blue noise?
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1:45:35frostyninja Q: Could we get a relatively performant blue noise?
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1:45:35frostyninja Q: Could we get a relatively performant blue noise?
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1:45:54Point out the blue noise graph in 'The Color of Noise'6
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1:45:54Point out the blue noise graph in 'The Color of Noise'6
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1:45:54Point out the blue noise graph in 'The Color of Noise'6