Exploring Voxel Partitions for Raycasting
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0:00"If anything, we should be looking for technologies that allow us to reduce latency"
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0:00"If anything, we should be looking for technologies that allow us to reduce latency"
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0:00"If anything, we should be looking for technologies that allow us to reduce latency"
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0:09Welcome to the stream with a plug of the Meow the Infinite printed comic Kickstarter1
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0:09Welcome to the stream with a plug of the Meow the Infinite printed comic Kickstarter1
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0:09Welcome to the stream with a plug of the Meow the Infinite printed comic Kickstarter1
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0:48Set up to talk about spatial partitioning for lighting
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0:48Set up to talk about spatial partitioning for lighting
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0:48Set up to talk about spatial partitioning for lighting
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1:53A few words on our "Binary AAB Tree", with Axis-aligned split planes
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1:53A few words on our "Binary AAB Tree", with Axis-aligned split planes
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1:53A few words on our "Binary AAB Tree", with Axis-aligned split planes
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2:28Old k-d hhlightprof total seconds elapsed: 6.279085
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2:28Old k-d hhlightprof total seconds elapsed: 6.279085
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2:28Old k-d hhlightprof total seconds elapsed: 6.279085
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2:57Toggle off LIGHTING_USE_OLD_KD
2:57Toggle off LIGHTING_USE_OLD_KD
2:57Toggle off LIGHTING_USE_OLD_KD
3:03Run the new k-d hhlightprof without completing
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3:03Run the new k-d hhlightprof without completing
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3:03Run the new k-d hhlightprof without completing
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4:15Toggle on LIGHTING_USE_OLD_KD
4:15Toggle on LIGHTING_USE_OLD_KD
4:15Toggle on LIGHTING_USE_OLD_KD
4:24Run the old k-d hhlightprof and consult the profiling statistics
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4:24Run the old k-d hhlightprof and consult the profiling statistics
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4:24Run the old k-d hhlightprof and consult the profiling statistics
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5:57Make ProfileRun() print the average Partitions and Leaves per Ray
5:57Make ProfileRun() print the average Partitions and Leaves per Ray
5:57Make ProfileRun() print the average Partitions and Leaves per Ray
8:26Old k-d hhlightprof Partitions per Ray: 5; Leaves per Ray: 24
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8:26Old k-d hhlightprof Partitions per Ray: 5; Leaves per Ray: 24
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8:26Old k-d hhlightprof Partitions per Ray: 5; Leaves per Ray: 24
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9:29Consider the notion of a Voxel Containment Field for raycasting
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9:29Consider the notion of a Voxel Containment Field for raycasting
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9:29Consider the notion of a Voxel Containment Field for raycasting
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11:48bearexplicit Leaves and Planes switched, handmade_hero
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11:48bearexplicit Leaves and Planes switched, handmade_hero
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11:48bearexplicit Leaves and Planes switched, handmade_hero
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11:53Fix the average Partitions and Leaves per Ray printing in ProfileRun()
11:53Fix the average Partitions and Leaves per Ray printing in ProfileRun()
11:53Fix the average Partitions and Leaves per Ray printing in ProfileRun()
12:00Old k-d hhlightprof Partitions per Ray: 24; Leaves per Ray: 5
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12:00Old k-d hhlightprof Partitions per Ray: 24; Leaves per Ray: 5
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12:00Old k-d hhlightprof Partitions per Ray: 24; Leaves per Ray: 5
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12:58Grid Raycasting
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12:58Grid Raycasting
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12:58Grid Raycasting
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14:00Current "Binary AAB Tree" Raycasting
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14:00Current "Binary AAB Tree" Raycasting
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14:00Current "Binary AAB Tree" Raycasting
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15:29Possible new Grid Raycasting
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15:29Possible new Grid Raycasting
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15:29Possible new Grid Raycasting
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17:52Storing grid square occupants as indices vs copies
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17:52Storing grid square occupants as indices vs copies
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17:52Storing grid square occupants as indices vs copies
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19:57Determine to measure the voxel occupancy of our current geometry elements (occluders, light sources)
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19:57Determine to measure the voxel occupancy of our current geometry elements (occluders, light sources)
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19:57Determine to measure the voxel occupancy of our current geometry elements (occluders, light sources)
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23:10Introduce GridRayCast() using RayCast() as the starting point
23:10Introduce GridRayCast() using RayCast() as the starting point
23:10Introduce GridRayCast() using RayCast() as the starting point
23:56Change RayCast() to increment TotalCastsInitiated by 4
23:56Change RayCast() to increment TotalCastsInitiated by 4
23:56Change RayCast() to increment TotalCastsInitiated by 4
25:07Continue to implement GridRayCast()
25:07Continue to implement GridRayCast()
25:07Continue to implement GridRayCast()
42:46Set up to make BuildSpatialPartitionForLighting() swizzle the lighting boxes into a 4-wide SIMD format
42:46Set up to make BuildSpatialPartitionForLighting() swizzle the lighting boxes into a 4-wide SIMD format
42:46Set up to make BuildSpatialPartitionForLighting() swizzle the lighting boxes into a 4-wide SIMD format
46:11Continue to implement GridRayCast()
46:11Continue to implement GridRayCast()
46:11Continue to implement GridRayCast()
49:41Consider the instructional implications of each ray having their answer spread across multiple values2
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49:41Consider the instructional implications of each ray having their answer spread across multiple values2
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49:41Consider the instructional implications of each ray having their answer spread across multiple values2
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56:15Sketch out our tRay selection in GridRayCast()
56:15Sketch out our tRay selection in GridRayCast()
56:15Sketch out our tRay selection in GridRayCast()
1:01:00Consult the old ray hit extraction code in RayCast()
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1:01:00Consult the old ray hit extraction code in RayCast()
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1:01:00Consult the old ray hit extraction code in RayCast()
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1:02:33Enable GridRayCast() to directly extract the ray hit
1:02:33Enable GridRayCast() to directly extract the ray hit
1:02:33Enable GridRayCast() to directly extract the ray hit
1:16:30Consider our grid raycasting to be worth doing, only questioning the tRay selection, especially its horizontal comparing
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1:16:30Consider our grid raycasting to be worth doing, only questioning the tRay selection, especially its horizontal comparing
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1:16:30Consider our grid raycasting to be worth doing, only questioning the tRay selection, especially its horizontal comparing
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1:17:56_mm_shuffle_epi83 in SSSE34 and its availability according to the Steam Hardware & Software Survey5
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1:17:56_mm_shuffle_epi83 in SSSE34 and its availability according to the Steam Hardware & Software Survey5
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1:17:56_mm_shuffle_epi83 in SSSE34 and its availability according to the Steam Hardware & Software Survey5
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1:22:19Enable GridRayCast() to select the tRay using _mm_shuffle_epi8, and to extract the ray hit in SIMD
1:22:19Enable GridRayCast() to select the tRay using _mm_shuffle_epi8, and to extract the ray hit in SIMD
1:22:19Enable GridRayCast() to select the tRay using _mm_shuffle_epi8, and to extract the ray hit in SIMD
1:27:35Clean up the ray hit extraction in GridRayCast(), and set up RayCast() to compare our old and new ray casting schemes
1:27:35Clean up the ray hit extraction in GridRayCast(), and set up RayCast() to compare our old and new ray casting schemes
1:27:35Clean up the ray hit extraction in GridRayCast(), and set up RayCast() to compare our old and new ray casting schemes
1:30:48Reflect on our new grid raycasting scheme
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1:30:48Reflect on our new grid raycasting scheme
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1:30:48Reflect on our new grid raycasting scheme
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1:35:00mystran Lighting is really really simple… until you want to make it run in real-time
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1:35:00mystran Lighting is really really simple… until you want to make it run in real-time
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1:35:00mystran Lighting is really really simple… until you want to make it run in real-time
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1:35:37Toggle off GridRayCast() and sketch out the grid build in BuildSpatialPartitionForLighting()
1:35:37Toggle off GridRayCast() and sketch out the grid build in BuildSpatialPartitionForLighting()
1:35:37Toggle off GridRayCast() and sketch out the grid build in BuildSpatialPartitionForLighting()
1:46:06Q&A
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1:46:06Q&A
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1:46:06Q&A
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1:46:47sagian2005 Q: Couldn't you use a couple of "_mm_hsub" to do your horizontal compare?
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1:46:47sagian2005 Q: Couldn't you use a couple of "_mm_hsub" to do your horizontal compare?
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1:46:47sagian2005 Q: Couldn't you use a couple of "_mm_hsub" to do your horizontal compare?
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1:47:13_mm_minpos_epu16 in SSE4.16
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1:47:13_mm_minpos_epu16 in SSE4.16
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1:47:13_mm_minpos_epu16 in SSE4.16
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1:48:43Begin to sketch out the tRay selection using _mm_minpos_epu16 from SSE4.17
1:48:43Begin to sketch out the tRay selection using _mm_minpos_epu16 from SSE4.17
1:48:43Begin to sketch out the tRay selection using _mm_minpos_epu16 from SSE4.17
1:52:30ikojan Q: When it comes to game dev / engine dev what do you believe is the hardest aspect to implement? Lighting, editors, etc?
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1:52:30ikojan Q: When it comes to game dev / engine dev what do you believe is the hardest aspect to implement? Lighting, editors, etc?
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1:52:30ikojan Q: When it comes to game dev / engine dev what do you believe is the hardest aspect to implement? Lighting, editors, etc?
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1:54:07ayskrym900 Q: How can you switch that fast between navigating into code and typing? The arrow keys are pretty far from the home row
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1:54:07ayskrym900 Q: How can you switch that fast between navigating into code and typing? The arrow keys are pretty far from the home row
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1:54:07ayskrym900 Q: How can you switch that fast between navigating into code and typing? The arrow keys are pretty far from the home row
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1:54:50tek256 naysayer88 the never ending raid chain
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1:54:50tek256 naysayer88 the never ending raid chain
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1:54:50tek256 naysayer88 the never ending raid chain
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1:55:10nivimani Jon has lunch
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1:55:10nivimani Jon has lunch
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1:55:10nivimani Jon has lunch
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1:55:42End it here
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1:55:42End it here
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1:55:42End it here
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