Adding Octahedral Light Atlases
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0:04Recap last stream's Octahedral Encoding paper research and set the stage for the day
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0:04Recap last stream's Octahedral Encoding paper research and set the stage for the day
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0:04Recap last stream's Octahedral Encoding paper research and set the stage for the day
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1:58Consider Octahedral Encoding: Texture Array vs Atlas1
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1:58Consider Octahedral Encoding: Texture Array vs Atlas1
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1:58Consider Octahedral Encoding: Texture Array vs Atlas1
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7:03Skim read 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'2
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7:03Skim read 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'2
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7:03Skim read 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'2
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10:55Consult IrradianceField.cpp from the Code and Video supplement of 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'3
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10:55Consult IrradianceField.cpp from the Code and Video supplement of 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'3
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10:55Consult IrradianceField.cpp from the Code and Video supplement of 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'3
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14:16Embark on Octahedral Encoding: 1) Setup Texture Atlas; 2) Draw Texture Atlas; 3) Place Octahedral Unwrapped Quads into the World
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14:16Embark on Octahedral Encoding: 1) Setup Texture Atlas; 2) Draw Texture Atlas; 3) Place Octahedral Unwrapped Quads into the World
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14:16Embark on Octahedral Encoding: 1) Setup Texture Atlas; 2) Draw Texture Atlas; 3) Place Octahedral Unwrapped Quads into the World
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16:39Build and run the game
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16:39Build and run the game
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16:39Build and run the game
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16:56Augment open_gl with LightAtlasHandle
16:56Augment open_gl with LightAtlasHandle
16:56Augment open_gl with LightAtlasHandle
19:18Note the use of depth textures in 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'4
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19:18Note the use of depth textures in 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'4
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19:18Note the use of depth textures in 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'4
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22:03Modify open_gl replacing the texture array with Color and Depth texture atlases for Octahedral Encoding
22:03Modify open_gl replacing the texture array with Color and Depth texture atlases for Octahedral Encoding
22:03Modify open_gl replacing the texture array with Color and Depth texture atlases for Octahedral Encoding
27:33Consider our Octahedral Texture Atlas storage in open_gl
27:33Consider our Octahedral Texture Atlas storage in open_gl
27:33Consider our Octahedral Texture Atlas storage in open_gl
28:45Update OpenGLInit() to set up our new Octahedral Texture Atlases
28:45Update OpenGLInit() to set up our new Octahedral Texture Atlases
28:45Update OpenGLInit() to set up our new Octahedral Texture Atlases
31:14Calculate the storage (and GPU-submission) requirements of our Octahedral Texture Atlas: 32^3*10^2*4 = 13,107,200 bytes
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31:14Calculate the storage (and GPU-submission) requirements of our Octahedral Texture Atlas: 32^3*10^2*4 = 13,107,200 bytes
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31:14Calculate the storage (and GPU-submission) requirements of our Octahedral Texture Atlas: 32^3*10^2*4 = 13,107,200 bytes
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35:31Continue updating OpenGLInit() to set up our Octahedral Texture Atlases5
35:31Continue updating OpenGLInit() to set up our Octahedral Texture Atlases5
35:31Continue updating OpenGLInit() to set up our Octahedral Texture Atlases5
39:52Update OpenGLBeginFrame() and game_render_commands in line with our new Octahedral Texture Atlases
39:52Update OpenGLBeginFrame() and game_render_commands in line with our new Octahedral Texture Atlases
39:52Update OpenGLBeginFrame() and game_render_commands in line with our new Octahedral Texture Atlases
41:21Update OpenGLEndFrame() to bind and use our new Octahedral Texture Atlases, doubling the X dimension
41:21Update OpenGLEndFrame() to bind and use our new Octahedral Texture Atlases, doubling the X dimension
41:21Update OpenGLEndFrame() to bind and use our new Octahedral Texture Atlases, doubling the X dimension
47:43Set up CompileZBiasProgram() to use our new Octahedral Texture Atlases
47:43Set up CompileZBiasProgram() to use our new Octahedral Texture Atlases
47:43Set up CompileZBiasProgram() to use our new Octahedral Texture Atlases
51:26Update EndLightingComputation() in line with our new Octahedral Texture Atlases
51:26Update EndLightingComputation() in line with our new Octahedral Texture Atlases
51:26Update EndLightingComputation() in line with our new Octahedral Texture Atlases
51:56Hit OpenGL Error "GL_INVALID_ENUM"
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51:56Hit OpenGL Error "GL_INVALID_ENUM"
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51:56Hit OpenGL Error "GL_INVALID_ENUM"
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53:15Fix GL_TEXTURE_3D to GL_TEXTURE_2D in OpenGLInit()
53:15Fix GL_TEXTURE_3D to GL_TEXTURE_2D in OpenGLInit()
53:15Fix GL_TEXTURE_3D to GL_TEXTURE_2D in OpenGLInit()
54:04Hit OpenGL Error "GL_INVALID_ENUM"
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54:04Hit OpenGL Error "GL_INVALID_ENUM"
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54:04Hit OpenGL Error "GL_INVALID_ENUM"
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54:48Fix GL_R to GL_RED in OpenGLInit()
54:48Fix GL_R to GL_RED in OpenGLInit()
54:48Fix GL_R to GL_RED in OpenGLInit()
54:58Hit exception "Access violation reading location"
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54:58Hit exception "Access violation reading location"
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54:58Hit exception "Access violation reading location"
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55:41Step through to OpenGLEndFrame()
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55:41Step through to OpenGLEndFrame()
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55:41Step through to OpenGLEndFrame()
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57:13Fix OpenGLEndFrame() to pass GL_RED rather than (the larger) GL_RGB to glTexSubImage2D()
57:13Fix OpenGLEndFrame() to pass GL_RED rather than (the larger) GL_RGB to glTexSubImage2D()
57:13Fix OpenGLEndFrame() to pass GL_RED rather than (the larger) GL_RGB to glTexSubImage2D()
57:34Run the game without lighting, with the determination to output standard spherical lighting into octahedrons
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57:34Run the game without lighting, with the determination to output standard spherical lighting into octahedrons
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57:34Run the game without lighting, with the determination to output standard spherical lighting into octahedrons
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58:30Introduce OctahedralFromUnitVector() and UnitVectorFromOctahedral()
58:30Introduce OctahedralFromUnitVector() and UnitVectorFromOctahedral()
58:30Introduce OctahedralFromUnitVector() and UnitVectorFromOctahedral()
1:04:31Explain the Octahedral wrap / unwrap6
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1:04:31Explain the Octahedral wrap / unwrap6
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1:04:31Explain the Octahedral wrap / unwrap6
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1:05:55Continue to implement OctahedralFromUnitVector() and UnitVectorFromOctahedral()7
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1:05:55Continue to implement OctahedralFromUnitVector() and UnitVectorFromOctahedral()7
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1:05:55Continue to implement OctahedralFromUnitVector() and UnitVectorFromOctahedral()7
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1:11:50Octahedral to Unit
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1:11:50Octahedral to Unit
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1:11:50Octahedral to Unit
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1:17:25Solving the Octahedral to Unit equation
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1:17:25Solving the Octahedral to Unit equation
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1:17:25Solving the Octahedral to Unit equation
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1:20:28Understanding the Octahedral to Unit mapping diagrammatically
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1:20:28Understanding the Octahedral to Unit mapping diagrammatically
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1:20:28Understanding the Octahedral to Unit mapping diagrammatically
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1:24:12How to solve the Octahedral to Unit equation if we know Oz²
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1:24:12How to solve the Octahedral to Unit equation if we know Oz²
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1:24:12How to solve the Octahedral to Unit equation if we know Oz²
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1:26:17Finish implementing UnitVectorFromOctahedral()
1:26:17Finish implementing UnitVectorFromOctahedral()
1:26:17Finish implementing UnitVectorFromOctahedral()
1:31:55Check our implementation with 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'8
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1:31:55Check our implementation with 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'8
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1:31:55Check our implementation with 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'8
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1:33:26Fix the swizzle in UnitVectorFromOctahedral() in line with 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'9
1:33:26Fix the swizzle in UnitVectorFromOctahedral() in line with 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'9
1:33:26Fix the swizzle in UnitVectorFromOctahedral() in line with 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'9
1:34:55Modify light_voxel_cell for Octahedral Encoding
1:34:55Modify light_voxel_cell for Octahedral Encoding
1:34:55Modify light_voxel_cell for Octahedral Encoding
1:38:02Stub out ComputeVoxelIrradianceAt(), SpamVoxelSlice(), GetLightAmount() and EndLightingComputation() for Octahedral Encoding
1:38:02Stub out ComputeVoxelIrradianceAt(), SpamVoxelSlice(), GetLightAmount() and EndLightingComputation() for Octahedral Encoding
1:38:02Stub out ComputeVoxelIrradianceAt(), SpamVoxelSlice(), GetLightAmount() and EndLightingComputation() for Octahedral Encoding
1:41:41Toggle to TEST_LIGHT_SPHERE in EndLightingComputation() and implement that path for Octahedral Encoding
1:41:41Toggle to TEST_LIGHT_SPHERE in EndLightingComputation() and implement that path for Octahedral Encoding
1:41:41Toggle to TEST_LIGHT_SPHERE in EndLightingComputation() and implement that path for Octahedral Encoding
1:57:02Run the game
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1:57:02Run the game
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1:57:02Run the game
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1:57:48Capture a frame in RenderDoc
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1:57:48Capture a frame in RenderDoc
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1:57:48Capture a frame in RenderDoc
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2:01:14Fix the ElIndexC and ElIndexD computations in EndLightingComputation()
2:01:14Fix the ElIndexC and ElIndexD computations in EndLightingComputation()
2:01:14Fix the ElIndexC and ElIndexD computations in EndLightingComputation()
2:05:10Capture a frame in RenderDoc
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2:05:10Capture a frame in RenderDoc
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2:05:10Capture a frame in RenderDoc
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2:06:14Q&A
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2:06:14Q&A
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2:06:14Q&A
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2:06:49somebody_took_my_name Q: Quick note, you overwrite the x value which is used for the y value with encoding / decoding octahedrals
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2:06:49somebody_took_my_name Q: Quick note, you overwrite the x value which is used for the y value with encoding / decoding octahedrals
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2:06:49somebody_took_my_name Q: Quick note, you overwrite the x value which is used for the y value with encoding / decoding octahedrals
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2:07:01Fix UnitVectorFromOctahedral() to use O.x and O.y in the Ox and Oy settings
2:07:01Fix UnitVectorFromOctahedral() to use O.x and O.y in the Ox and Oy settings
2:07:01Fix UnitVectorFromOctahedral() to use O.x and O.y in the Ox and Oy settings
2:07:35somebody_took_my_name And I think the Oz doesn't need to be negated in the UnitVectorFromOctahedral() function
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2:07:35somebody_took_my_name And I think the Oz doesn't need to be negated in the UnitVectorFromOctahedral() function
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2:07:35somebody_took_my_name And I think the Oz doesn't need to be negated in the UnitVectorFromOctahedral() function
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2:08:58somebody_took_my_name Q: Does it always have to be positive?
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2:08:58somebody_took_my_name Q: Does it always have to be positive?
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2:08:58somebody_took_my_name Q: Does it always have to be positive?
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2:09:23Fix UnitVectorFromOctahedral() to set the Result from Ox, Oy and Oz
2:09:23Fix UnitVectorFromOctahedral() to set the Result from Ox, Oy and Oz
2:09:23Fix UnitVectorFromOctahedral() to set the Result from Ox, Oy and Oz
2:09:31Fix OctahedralFromUnitVector() to compute Ox and Oy as temporary variables
2:09:31Fix OctahedralFromUnitVector() to compute Ox and Oy as temporary variables
2:09:31Fix OctahedralFromUnitVector() to compute Ox and Oy as temporary variables
2:10:18howdydutty Q: If 1 - SumXY is less than 0, then Oz would already be negative
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2:10:18howdydutty Q: If 1 - SumXY is less than 0, then Oz would already be negative
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2:10:18howdydutty Q: If 1 - SumXY is less than 0, then Oz would already be negative
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2:10:49Prevent UnitVectorFromOctahedral() from negating Oz
2:10:49Prevent UnitVectorFromOctahedral() from negating Oz
2:10:49Prevent UnitVectorFromOctahedral() from negating Oz
2:11:13sagian2005 Q: Reference code10 uses a "signNotZero" function instead of "signOf"
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2:11:13sagian2005 Q: Reference code10 uses a "signNotZero" function instead of "signOf"
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2:11:13sagian2005 Q: Reference code10 uses a "signNotZero" function instead of "signOf"
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2:12:00xxthebigfoxx Q: I think you have a typo on the Trilerp code where you index by [Ty][Ty] and [Tx][Tx] instead of [Ty][Tx] in both places
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2:12:00xxthebigfoxx Q: I think you have a typo on the Trilerp code where you index by [Ty][Ty] and [Tx][Tx] instead of [Ty][Tx] in both places
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2:12:00xxthebigfoxx Q: I think you have a typo on the Trilerp code where you index by [Ty][Ty] and [Tx][Tx] instead of [Ty][Tx] in both places
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2:12:17sagian2005 Q: But it's returning positive for 0
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2:12:17sagian2005 Q: But it's returning positive for 0
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2:12:17sagian2005 Q: But it's returning positive for 0
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2:12:33sagian2005 Q: It should return 0 for 011
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2:12:33sagian2005 Q: It should return 0 for 011
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2:12:33sagian2005 Q: It should return 0 for 011
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2:15:22xxthebigfoxx Q: I think you have a typo on the Trilerp code where you index by [Ty][Ty] and [Tx][Tx] instead of [Ty][Tx] in both places
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2:15:22xxthebigfoxx Q: I think you have a typo on the Trilerp code where you index by [Ty][Ty] and [Tx][Tx] instead of [Ty][Tx] in both places
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2:15:22xxthebigfoxx Q: I think you have a typo on the Trilerp code where you index by [Ty][Ty] and [Tx][Tx] instead of [Ty][Tx] in both places
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2:15:51somebody_took_my_name Q: Another RenderDoc image?
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2:15:51somebody_took_my_name Q: Another RenderDoc image?
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2:15:51somebody_took_my_name Q: Another RenderDoc image?
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2:16:04Capture a frame in RenderDoc
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2:16:04Capture a frame in RenderDoc
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2:16:04Capture a frame in RenderDoc
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2:16:59somebody_took_my_name Q: Is Oxy supposed to be mapped between 0 and 1 or -1 and 1 in the setup light code?
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2:16:59somebody_took_my_name Q: Is Oxy supposed to be mapped between 0 and 1 or -1 and 1 in the setup light code?
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2:16:59somebody_took_my_name Q: Is Oxy supposed to be mapped between 0 and 1 or -1 and 1 in the setup light code?
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2:17:51Fix EndLightingComputation() to map Oxy from -1 to 1
2:17:51Fix EndLightingComputation() to map Oxy from -1 to 1
2:17:51Fix EndLightingComputation() to map Oxy from -1 to 1
2:18:54Capture a frame in RenderDoc
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2:18:54Capture a frame in RenderDoc
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2:18:54Capture a frame in RenderDoc
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2:19:48tinspin Q: If it's okay to ask something off-topic? Why aren't more engines using dynamic .dll / .so for hot-deployment of game code?
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2:19:48tinspin Q: If it's okay to ask something off-topic? Why aren't more engines using dynamic .dll / .so for hot-deployment of game code?
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2:19:48tinspin Q: If it's okay to ask something off-topic? Why aren't more engines using dynamic .dll / .so for hot-deployment of game code?
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2:20:11jimdopango Q: Do you find it annoying to keep hopping between editor and debugger when you are programming? In your ideal environment would these two tools be unified in the same window?
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2:20:11jimdopango Q: Do you find it annoying to keep hopping between editor and debugger when you are programming? In your ideal environment would these two tools be unified in the same window?
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2:20:11jimdopango Q: Do you find it annoying to keep hopping between editor and debugger when you are programming? In your ideal environment would these two tools be unified in the same window?
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2:21:36vaualbus Q: Could be a good idea to add to the debug system a way to look at the OpenGL texture? So we could switch less from the game?
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2:21:36vaualbus Q: Could be a good idea to add to the debug system a way to look at the OpenGL texture? So we could switch less from the game?
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2:21:36vaualbus Q: Could be a good idea to add to the debug system a way to look at the OpenGL texture? So we could switch less from the game?
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2:21:51x1bzzr Q: Don't you think using a .cpp file instead of a batch file for build setup and configuration would be better since batch files are so bad?
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2:21:51x1bzzr Q: Don't you think using a .cpp file instead of a batch file for build setup and configuration would be better since batch files are so bad?
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2:21:51x1bzzr Q: Don't you think using a .cpp file instead of a batch file for build setup and configuration would be better since batch files are so bad?
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2:22:19maliusarth Q: Unreal only does it fairly recently using an external tool which cost them almost zero implementation effort
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2:22:19maliusarth Q: Unreal only does it fairly recently using an external tool which cost them almost zero implementation effort
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2:22:19maliusarth Q: Unreal only does it fairly recently using an external tool which cost them almost zero implementation effort
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2:23:41Wind it down
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2:23:41Wind it down
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2:23:41Wind it down
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