SIMD Raycast Point and Normal Computations
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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2:14Putting six-rayed light probes into the lighting system
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2:14Putting six-rayed light probes into the lighting system
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2:14Putting six-rayed light probes into the lighting system
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3:16Our old box-intersection testing in RayCast()
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3:16Our old box-intersection testing in RayCast()
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3:16Our old box-intersection testing in RayCast()
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4:54Our box lighting primitives
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4:54Our box lighting primitives
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4:54Our box lighting primitives
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7:00Our old box-intersection testing and reporting in RayCast(), continued
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7:00Our old box-intersection testing and reporting in RayCast(), continued
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7:00Our old box-intersection testing and reporting in RayCast(), continued
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10:31Ways of Getting Intersection Normals for AABB
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10:31Ways of Getting Intersection Normals for AABB
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10:31Ways of Getting Intersection Normals for AABB
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14:31Consider storing the BoxMin and BoxMax in lighting_box
14:31Consider storing the BoxMin and BoxMax in lighting_box
14:31Consider storing the BoxMin and BoxMax in lighting_box
15:39Getting an Approximate Normal from an Ellipsoid-like AABB
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15:39Getting an Approximate Normal from an Ellipsoid-like AABB
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15:39Getting an Approximate Normal from an Ellipsoid-like AABB
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18:50Getting Accurate AABB Intersection Normals
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18:50Getting Accurate AABB Intersection Normals
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18:50Getting Accurate AABB Intersection Normals
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24:52Set up RayCast() to compute the intersection normal for a unit cube lighting_box
24:52Set up RayCast() to compute the intersection normal for a unit cube lighting_box
24:52Set up RayCast() to compute the intersection normal for a unit cube lighting_box
29:39Could we compute our intersection normal more efficiently?
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29:39Could we compute our intersection normal more efficiently?
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29:39Could we compute our intersection normal more efficiently?
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32:26Consider the cost of our intersection normal computation in RayCast()
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32:26Consider the cost of our intersection normal computation in RayCast()
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32:26Consider the cost of our intersection normal computation in RayCast()
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34:31Computing the intersection normal only of box hits, saving the box scale and centre
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34:31Computing the intersection normal only of box hits, saving the box scale and centre
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34:31Computing the intersection normal only of box hits, saving the box scale and centre
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37:33Let RayCast() only set the box centre and scale, making ComputeLightPropagation() compute the intersection normal
37:33Let RayCast() only set the box centre and scale, making ComputeLightPropagation() compute the intersection normal
37:33Let RayCast() only set the box centre and scale, making ComputeLightPropagation() compute the intersection normal
40:17The cost and availability of _mm_blend_ps1,2,3
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40:17The cost and availability of _mm_blend_ps1,2,3
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40:17The cost and availability of _mm_blend_ps1,2,3
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44:25Make RayCast() select the RefColor and at the end compute the Result, augmenting raycast_result with P, Normal and RefColor4
44:25Make RayCast() select the RefColor and at the end compute the Result, augmenting raycast_result with P, Normal and RefColor4
44:25Make RayCast() select the RefColor and at the end compute the Result, augmenting raycast_result with P, Normal and RefColor4
57:37Introduce SignBitFrom()
57:37Introduce SignBitFrom()
57:37Introduce SignBitFrom()
59:37Finish making RayCast() set the HitNormal from Masks
59:37Finish making RayCast() set the HitNormal from Masks
59:37Finish making RayCast() set the HitNormal from Masks
1:07:49Clean up compile errors, making RayCast() compute BoxRadius and its approximate inverse, introducing ApproxOneOver()5
1:07:49Clean up compile errors, making RayCast() compute BoxRadius and its approximate inverse, introducing ApproxOneOver()5
1:07:49Clean up compile errors, making RayCast() compute BoxRadius and its approximate inverse, introducing ApproxOneOver()5
1:22:33Consider the potential speed improvement of RayCast()
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1:22:33Consider the potential speed improvement of RayCast()
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1:22:33Consider the potential speed improvement of RayCast()
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1:23:39Determine to make ComputeLightPropagation() operate wide
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1:23:39Determine to make ComputeLightPropagation() operate wide
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1:23:39Determine to make ComputeLightPropagation() operate wide
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1:24:52Lament SIMD's lack of fetching instructions
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1:24:52Lament SIMD's lack of fetching instructions
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1:24:52Lament SIMD's lack of fetching instructions
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1:26:09Consider how to make our lighting operate wide
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1:26:09Consider how to make our lighting operate wide
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1:26:09Consider how to make our lighting operate wide
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1:30:08Q&A
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1:30:08Q&A
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1:30:08Q&A
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1:31:12ellesar1 Q: Origin, BoxCenter, and HitP are on the same line. Why do we use HitP – Center for the normal computation, and not Origin – Center? The direction should be the same. Problems could arise if origin is within the box (esp if origin = center), but I don't think that's a use case. I understand the HitP is useful for other purposes, just wondering if it's actually necessary for the normals computation
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1:31:12ellesar1 Q: Origin, BoxCenter, and HitP are on the same line. Why do we use HitP – Center for the normal computation, and not Origin – Center? The direction should be the same. Problems could arise if origin is within the box (esp if origin = center), but I don't think that's a use case. I understand the HitP is useful for other purposes, just wondering if it's actually necessary for the normals computation
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1:31:12ellesar1 Q: Origin, BoxCenter, and HitP are on the same line. Why do we use HitP – Center for the normal computation, and not Origin – Center? The direction should be the same. Problems could arise if origin is within the box (esp if origin = center), but I don't think that's a use case. I understand the HitP is useful for other purposes, just wondering if it's actually necessary for the normals computation
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1:32:37uplinkcoder Q: I've just added the C++ standard reference to the issue type-name member-name, issue.6 I agree it's a stupid warning, but there seems to be no way to disable it in GCC
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1:32:37uplinkcoder Q: I've just added the C++ standard reference to the issue type-name member-name, issue.6 I agree it's a stupid warning, but there seems to be no way to disable it in GCC
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1:32:37uplinkcoder Q: I've just added the C++ standard reference to the issue type-name member-name, issue.6 I agree it's a stupid warning, but there seems to be no way to disable it in GCC
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1:33:06ellesar1 Ahh, thanks for explaining it once more. I get it now
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1:33:06ellesar1 Ahh, thanks for explaining it once more. I get it now
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1:33:06ellesar1 Ahh, thanks for explaining it once more. I get it now
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1:35:22rooctag Q: Why are the light probes cubes and not spheres?
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1:35:22rooctag Q: Why are the light probes cubes and not spheres?
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1:35:22rooctag Q: Why are the light probes cubes and not spheres?
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1:36:29uplinkcoder Q: GCC is following the standard. It's just that the standard is stupid7
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1:36:29uplinkcoder Q: GCC is following the standard. It's just that the standard is stupid7
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1:36:29uplinkcoder Q: GCC is following the standard. It's just that the standard is stupid7
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1:45:33mr4thdimention The good idea in C++ was "Let's start with C"
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1:45:33mr4thdimention The good idea in C++ was "Let's start with C"
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1:45:33mr4thdimention The good idea in C++ was "Let's start with C"
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1:46:12maliusarth Q: Should I work on a game engine in C / C++ or just put out games in Unity / Unreal until Jai comes out?
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1:46:12maliusarth Q: Should I work on a game engine in C / C++ or just put out games in Unity / Unreal until Jai comes out?
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1:46:12maliusarth Q: Should I work on a game engine in C / C++ or just put out games in Unity / Unreal until Jai comes out?
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1:49:14bulmanator Q: Is there any reading material you recommend for more serious real-time lighting like this (Papers, books, even blog posts etc.)? I've done simple diffuse lighting before but nothing beyond that8
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1:49:14bulmanator Q: Is there any reading material you recommend for more serious real-time lighting like this (Papers, books, even blog posts etc.)? I've done simple diffuse lighting before but nothing beyond that8
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1:49:14bulmanator Q: Is there any reading material you recommend for more serious real-time lighting like this (Papers, books, even blog posts etc.)? I've done simple diffuse lighting before but nothing beyond that8
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1:51:00saidwho12 The PBR book is good book9
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1:51:00saidwho12 The PBR book is good book9
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1:51:00saidwho12 The PBR book is good book9
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1:53:23oliverthebestcat What do you think is a good idea in games? I feel like I tune into so many programmer streams telling me this and that is terrible, but not really giving me another option. I don't want the answer to be "wait for Jai"! What is good today?
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1:53:23oliverthebestcat What do you think is a good idea in games? I feel like I tune into so many programmer streams telling me this and that is terrible, but not really giving me another option. I don't want the answer to be "wait for Jai"! What is good today?
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1:53:23oliverthebestcat What do you think is a good idea in games? I feel like I tune into so many programmer streams telling me this and that is terrible, but not really giving me another option. I don't want the answer to be "wait for Jai"! What is good today?
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1:55:21sapper123 Jai demo on Macros is in an hour and a half. Just a reminder for chat
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1:55:21sapper123 Jai demo on Macros is in an hour and a half. Just a reminder for chat
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1:55:21sapper123 Jai demo on Macros is in an hour and a half. Just a reminder for chat
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1:56:53oliverthebestcat But it's pretty difficult to listen to you or Jon's stream when it's all just "this is bad, that is bad". But hey, maybe it's true?
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1:56:53oliverthebestcat But it's pretty difficult to listen to you or Jon's stream when it's all just "this is bad, that is bad". But hey, maybe it's true?
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1:56:53oliverthebestcat But it's pretty difficult to listen to you or Jon's stream when it's all just "this is bad, that is bad". But hey, maybe it's true?
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1:58:02Shut down, with a plug of Jon's stream10 and Handmade Seattle11
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1:58:02Shut down, with a plug of Jon's stream10 and Handmade Seattle11
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1:58:02Shut down, with a plug of Jon's stream10 and Handmade Seattle11
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