Computing Probe to Probe Transmission
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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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1:53Walk through the current state of our light probe implementation
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1:53Walk through the current state of our light probe implementation
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1:53Walk through the current state of our light probe implementation
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8:45Determine to perform probe to probe transmission
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8:45Determine to perform probe to probe transmission
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8:45Determine to perform probe to probe transmission
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11:14Switch ComputeLightPropagation() over from geometry-locked to probe-to-probe lighting propagation, with an eye on threading this routine
11:14Switch ComputeLightPropagation() over from geometry-locked to probe-to-probe lighting propagation, with an eye on threading this routine
11:14Switch ComputeLightPropagation() over from geometry-locked to probe-to-probe lighting propagation, with an eye on threading this routine
31:40Note the expense of ray casting and transference
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31:40Note the expense of ray casting and transference
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31:40Note the expense of ray casting and transference
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33:06Implement probe-to-probe transference in ComputeLightPropagation(), initially in scalar
33:06Implement probe-to-probe transference in ComputeLightPropagation(), initially in scalar
33:06Implement probe-to-probe transference in ComputeLightPropagation(), initially in scalar
57:52Fix compile errors
57:52Fix compile errors
57:52Fix compile errors
1:05:28Consider how to store the AccumulatedPPS in lighting_solution, in a cache-friendly way
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1:05:28Consider how to store the AccumulatedPPS in lighting_solution, in a cache-friendly way
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1:05:28Consider how to store the AccumulatedPPS in lighting_solution, in a cache-friendly way
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1:08:46Enable InitLighting() to reserve six times the space for each AccumulatedPPS
1:08:46Enable InitLighting() to reserve six times the space for each AccumulatedPPS
1:08:46Enable InitLighting() to reserve six times the space for each AccumulatedPPS
1:09:52Find that the game runs
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1:09:52Find that the game runs
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1:09:52Find that the game runs
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1:10:41Delete stale data from lighting_solution
1:10:41Delete stale data from lighting_solution
1:10:41Delete stale data from lighting_solution
1:11:50Consider storing light boxes in a free-list
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1:11:50Consider storing light boxes in a free-list
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1:11:50Consider storing light boxes in a free-list
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1:17:59Consider storing the light probes stably
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1:17:59Consider storing the light probes stably
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1:17:59Consider storing the light probes stably
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1:18:42Augment raycast_result with an Emission for RayCast() and ComputeLightPropagation() to use
1:18:42Augment raycast_result with an Emission for RayCast() and ComputeLightPropagation() to use
1:18:42Augment raycast_result with an Emission for RayCast() and ComputeLightPropagation() to use
1:22:49Continue to delete stale data from lighting_solution
1:22:49Continue to delete stale data from lighting_solution
1:22:49Continue to delete stale data from lighting_solution
1:24:01Find that the game runs
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1:24:01Find that the game runs
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1:24:01Find that the game runs
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1:24:36Q&A
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1:24:36Q&A
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1:24:36Q&A
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1:24:45Rename some struct members to satisfy the C++ standard1
1:24:45Rename some struct members to satisfy the C++ standard1
1:24:45Rename some struct members to satisfy the C++ standard1
1:29:47Close the "Linux Problems" issue2
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1:29:47Close the "Linux Problems" issue2
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1:29:47Close the "Linux Problems" issue2
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1:30:15zufaelligertyp Let me guess, this is about undefined behaviour?
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1:30:15zufaelligertyp Let me guess, this is about undefined behaviour?
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1:30:15zufaelligertyp Let me guess, this is about undefined behaviour?
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1:33:39genos3 Q: How do you know if you wrote undefined behaviour code?
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1:33:39genos3 Q: How do you know if you wrote undefined behaviour code?
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1:33:39genos3 Q: How do you know if you wrote undefined behaviour code?
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1:35:16uplinkcoder Q: There is Clang's ub sanitizer
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1:35:16uplinkcoder Q: There is Clang's ub sanitizer
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1:35:16uplinkcoder Q: There is Clang's ub sanitizer
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1:37:15vaualbus Q: Which is the weirdest macro you had to make for some application? Have you ever gone to macro madness?
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1:37:15vaualbus Q: Which is the weirdest macro you had to make for some application? Have you ever gone to macro madness?
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1:37:15vaualbus Q: Which is the weirdest macro you had to make for some application? Have you ever gone to macro madness?
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1:38:03xrxr13579 Q: What's the full screen purple flash that happens in your editor sometimes?
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1:38:03xrxr13579 Q: What's the full screen purple flash that happens in your editor sometimes?
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1:38:03xrxr13579 Q: What's the full screen purple flash that happens in your editor sometimes?
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1:38:37illumi25 Q: Have you seen "The Grand C++ Error Explosion Competition"?3
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1:38:37illumi25 Q: Have you seen "The Grand C++ Error Explosion Competition"?3
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1:38:37illumi25 Q: Have you seen "The Grand C++ Error Explosion Competition"?3
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1:39:15tiswoody Q: Did you enjoy it?
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1:39:15tiswoody Q: Did you enjoy it?
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1:39:15tiswoody Q: Did you enjoy it?
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1:40:08tiswoody Q: Did you enjoy Jon's macro video4
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1:40:08tiswoody Q: Did you enjoy Jon's macro video4
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1:40:08tiswoody Q: Did you enjoy Jon's macro video4
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1:40:27pragmascrypt Q: Imagine a light probe that has no direct visibility to a red wall but it could reach it via one indirect bounce. I don't think the light probe will ever get any red contribution from that wall no matter how long you iterate, unless you cast secondary rays from surfaces
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1:40:27pragmascrypt Q: Imagine a light probe that has no direct visibility to a red wall but it could reach it via one indirect bounce. I don't think the light probe will ever get any red contribution from that wall no matter how long you iterate, unless you cast secondary rays from surfaces
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1:40:27pragmascrypt Q: Imagine a light probe that has no direct visibility to a red wall but it could reach it via one indirect bounce. I don't think the light probe will ever get any red contribution from that wall no matter how long you iterate, unless you cast secondary rays from surfaces
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1:41:06Secondary Bounces
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1:41:06Secondary Bounces
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1:41:06Secondary Bounces
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1:50:09pragmascrypt Q: Yes
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1:50:09pragmascrypt Q: Yes
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1:50:09pragmascrypt Q: Yes
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1:53:55xrxr13579 I just checked Wikipedia,5 and apparently signed overflows are still undefined behaviour
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1:53:55xrxr13579 I just checked Wikipedia,5 and apparently signed overflows are still undefined behaviour
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1:53:55xrxr13579 I just checked Wikipedia,5 and apparently signed overflows are still undefined behaviour
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1:56:50Thank you, everyone
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1:56:50Thank you, everyone
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1:56:50Thank you, everyone
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1:59:11Edit the schedule, adding an episode on 24th August 2019 at 12:00PM PDT6
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1:59:11Edit the schedule, adding an episode on 24th August 2019 at 12:00PM PDT6
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1:59:11Edit the schedule, adding an episode on 24th August 2019 at 12:00PM PDT6
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2:01:38Until we next meet
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2:01:38Until we next meet
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2:01:38Until we next meet
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