SIMD Raycast Point and Normal Computations

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Previous: 'Removing Old Lighting Lookups'

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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

40:17The cost and availability of _mm_blend_ps^{1}^{,2}^{,3}

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40:17The cost and availability of _mm_blend_ps^{1}^{,2}^{,3}

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40:17The cost and availability of _mm_blend_ps^{1}^{,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 RefColor^{4}

44:25Make RayCast() select the RefColor and at the end compute the Result, augmenting raycast_result with P, Normal and RefColor^{4}

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}

1:22:33Consider 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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1:58:02Shut down, with a plug of Jon's stream^{10} and Handmade Seattle^{11}

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1:58:02Shut down, with a plug of Jon's stream^{10} and Handmade Seattle^{11}

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1:58:02Shut down, with a plug of Jon's stream^{10} and Handmade Seattle^{11}

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Next: 'Computing Probe to Probe Transmission'

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