Experimenting with Fragment Light Sampling
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0:00Plug Molly Rocket's Discord channel1 and note that the twitch player on the Watch Page2 is broken
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0:00Plug Molly Rocket's Discord channel1 and note that the twitch player on the Watch Page2 is broken
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0:00Plug Molly Rocket's Discord channel1 and note that the twitch player on the Watch Page2 is broken
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1:19Recap and set the stage for the day, initially fixing a bug in assigning light probe indices
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1:19Recap and set the stage for the day, initially fixing a bug in assigning light probe indices
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1:19Recap and set the stage for the day, initially fixing a bug in assigning light probe indices
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5:07Hit our assertion in AssignIndices()
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5:07Hit our assertion in AssignIndices()
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5:07Hit our assertion in AssignIndices()
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9:45Add a "conditional break point" in AssignIndices() and RemoveIndices() when the LightProbeIndex is 101
9:45Add a "conditional break point" in AssignIndices() and RemoveIndices() when the LightProbeIndex is 101
9:45Add a "conditional break point" in AssignIndices() and RemoveIndices() when the LightProbeIndex is 101
11:59Break in to AssignIndices() and RemoveIndices() for LightProbeIndex 101
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11:59Break in to AssignIndices() and RemoveIndices() for LightProbeIndex 101
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11:59Break in to AssignIndices() and RemoveIndices() for LightProbeIndex 101
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15:58Scrutinise EnsureRegionIsUnpacked()
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15:58Scrutinise EnsureRegionIsUnpacked()
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15:58Scrutinise EnsureRegionIsUnpacked()
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16:59Add an assertion in EnsureRegionIsUnpacked() that LightProbeIndex is 0
16:59Add an assertion in EnsureRegionIsUnpacked() that LightProbeIndex is 0
16:59Add an assertion in EnsureRegionIsUnpacked() that LightProbeIndex is 0
17:13Break in to AssignIndices() for LightProbeIndex 101, and fail to hit our new assertion in EnsureRegionIsUnpacked()
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17:13Break in to AssignIndices() for LightProbeIndex 101, and fail to hit our new assertion in EnsureRegionIsUnpacked()
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17:13Break in to AssignIndices() for LightProbeIndex 101, and fail to hit our new assertion in EnsureRegionIsUnpacked()
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18:34Add an assertion in AcquireUnpackedEntitySlot() that LightProbeIndex is 0
18:34Add an assertion in AcquireUnpackedEntitySlot() that LightProbeIndex is 0
18:34Add an assertion in AcquireUnpackedEntitySlot() that LightProbeIndex is 0
19:26Break in to AssignIndices() for LightProbeIndex 101, and successfully hit our new assertion in AcquireUnpackedEntitySlot()
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19:26Break in to AssignIndices() for LightProbeIndex 101, and successfully hit our new assertion in AcquireUnpackedEntitySlot()
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19:26Break in to AssignIndices() for LightProbeIndex 101, and successfully hit our new assertion in AcquireUnpackedEntitySlot()
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20:39Realise that we never clear the Entity data when removing from unpacked
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20:39Realise that we never clear the Entity data when removing from unpacked
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20:39Realise that we never clear the Entity data when removing from unpacked
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21:54Fix EnsureRegionIsUnpacked() to clear stale data when unpacking entities
21:54Fix EnsureRegionIsUnpacked() to clear stale data when unpacking entities
21:54Fix EnsureRegionIsUnpacked() to clear stale data when unpacking entities
22:52Hit our assertion in AcquireUnpackedEntitySlot()
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22:52Hit our assertion in AcquireUnpackedEntitySlot()
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22:52Hit our assertion in AcquireUnpackedEntitySlot()
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23:12Remove our assertion from AcquireUnpackedEntitySlot()
23:12Remove our assertion from AcquireUnpackedEntitySlot()
23:12Remove our assertion from AcquireUnpackedEntitySlot()
23:29We have solved that light probe index assigning bug
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23:29We have solved that light probe index assigning bug
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23:29We have solved that light probe index assigning bug
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23:49Make UpdateAndRenderEntities() colour the light probes by their index
23:49Make UpdateAndRenderEntities() colour the light probes by their index
23:49Make UpdateAndRenderEntities() colour the light probes by their index
24:29Our light probes remain stably indexed
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24:29Our light probes remain stably indexed
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24:29Our light probes remain stably indexed
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26:01Storing light probe positions
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26:01Storing light probe positions
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26:01Storing light probe positions
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28:04Augment game_render_commands with a LightProbePosition buffer, introducing SetLightProbePosition() for UpdateAndRenderEntities() to call
28:04Augment game_render_commands with a LightProbePosition buffer, introducing SetLightProbePosition() for UpdateAndRenderEntities() to call
28:04Augment game_render_commands with a LightProbePosition buffer, introducing SetLightProbePosition() for UpdateAndRenderEntities() to call
32:30Implement SetLightProbePosition()
32:30Implement SetLightProbePosition()
32:30Implement SetLightProbePosition()
38:00Wonder if we should treat light probes as points and directions, rather than cubes
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38:00Wonder if we should treat light probes as points and directions, rather than cubes
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38:00Wonder if we should treat light probes as points and directions, rather than cubes
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38:38Introduce light_probe_irradiance for game_render_commands and open_gl to contain
38:38Introduce light_probe_irradiance for game_render_commands and open_gl to contain
38:38Introduce light_probe_irradiance for game_render_commands and open_gl to contain
40:11Consider converting the light_probe_spatial_index to use our voxel
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40:11Consider converting the light_probe_spatial_index to use our voxel
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40:11Consider converting the light_probe_spatial_index to use our voxel
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41:13Crash in SetLightProbePosition()
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41:13Crash in SetLightProbePosition()
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41:13Crash in SetLightProbePosition()
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41:30Augment open_gl with a LightProbePosition array for OpenGLBeginFrame() to populate
41:30Augment open_gl with a LightProbePosition array for OpenGLBeginFrame() to populate
41:30Augment open_gl with a LightProbePosition array for OpenGLBeginFrame() to populate
42:38Our SetLightProbePosition() crash is fixed
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42:38Our SetLightProbePosition() crash is fixed
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42:38Our SetLightProbePosition() crash is fixed
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43:30Sampling light probes
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43:30Sampling light probes
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43:30Sampling light probes
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51:46Enable lighting in CompileZBiasProgram()
51:46Enable lighting in CompileZBiasProgram()
51:46Enable lighting in CompileZBiasProgram()
53:20Calculate our light probe bandwidth requirements (22 GB/sec)3
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53:20Calculate our light probe bandwidth requirements (22 GB/sec)3
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53:20Calculate our light probe bandwidth requirements (22 GB/sec)3
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58:45Note that we only need to sample one face of a light probe, requiring 3 GB/sec
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58:45Note that we only need to sample one face of a light probe, requiring 3 GB/sec
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58:45Note that we only need to sample one face of a light probe, requiring 3 GB/sec
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1:02:37Consider sampling our light probes as a 2D texture: light probe count × direction
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1:02:37Consider sampling our light probes as a 2D texture: light probe count × direction
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1:02:37Consider sampling our light probes as a 2D texture: light probe count × direction
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1:03:53Consider sampling our light probes as a cube map4,5,6
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1:03:53Consider sampling our light probes as a cube map4,5,6
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1:03:53Consider sampling our light probes as a cube map4,5,6
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1:07:47Make CompileZBiasProgram() sample the light probes as a 2D texture7
1:07:47Make CompileZBiasProgram() sample the light probes as a 2D texture7
1:07:47Make CompileZBiasProgram() sample the light probes as a 2D texture7
1:37:07Consider instead sampling our light probes as a cube map8,9
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1:37:07Consider instead sampling our light probes as a cube map8,9
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1:37:07Consider instead sampling our light probes as a cube map8,9
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1:42:23Begin to prepare CompileZBiasProgram() to sample our light probes as a cube map
1:42:23Begin to prepare CompileZBiasProgram() to sample our light probes as a cube map
1:42:23Begin to prepare CompileZBiasProgram() to sample our light probes as a cube map
1:43:21Continue to consider sampling our light probes as a cube map10,11,12
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1:43:21Continue to consider sampling our light probes as a cube map10,11,12
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1:43:21Continue to consider sampling our light probes as a cube map10,11,12
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1:48:25Lighting Atlas
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1:48:25Lighting Atlas
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1:48:25Lighting Atlas
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1:52:29Blending the eight octants of a cube
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1:52:29Blending the eight octants of a cube
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1:52:29Blending the eight octants of a cube
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1:57:15Disable lighting in CompileZBiasProgram()
1:57:15Disable lighting in CompileZBiasProgram()
1:57:15Disable lighting in CompileZBiasProgram()
1:57:32One last view of the game
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1:57:32One last view of the game
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1:57:32One last view of the game
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1:57:41Q&A
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1:57:41Q&A
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1:57:41Q&A
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1:58:13Longboolean cmuratori Would you want to do a debug Milton stream?
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1:58:13Longboolean cmuratori Would you want to do a debug Milton stream?
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1:58:13Longboolean cmuratori Would you want to do a debug Milton stream?
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1:59:30derpzerker Q: Does this still work on XP?
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1:59:30derpzerker Q: Does this still work on XP?
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1:59:30derpzerker Q: Does this still work on XP?
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2:01:01Nick12 Q: If you had to draw text in Arabic, Chinese, Korean, etc in a game, how would you do text shaping?
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2:01:01Nick12 Q: If you had to draw text in Arabic, Chinese, Korean, etc in a game, how would you do text shaping?
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2:01:01Nick12 Q: If you had to draw text in Arabic, Chinese, Korean, etc in a game, how would you do text shaping?
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2:02:12xxthebigfoxx Q: Would it make sense to store the whole cube of voxels as six 3D textures, one for each direction, and then use hardware trilinear filtering?
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2:02:12xxthebigfoxx Q: Would it make sense to store the whole cube of voxels as six 3D textures, one for each direction, and then use hardware trilinear filtering?
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2:02:12xxthebigfoxx Q: Would it make sense to store the whole cube of voxels as six 3D textures, one for each direction, and then use hardware trilinear filtering?
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2:04:324bitlightning Q: Would you overestimate side F on the cube map?
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2:04:324bitlightning Q: Would you overestimate side F on the cube map?
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2:04:324bitlightning Q: Would you overestimate side F on the cube map?
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2:05:28Wind it down
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2:05:28Wind it down
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2:05:28Wind it down
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