Early Termination for the Grid Raytracer
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0:02Welcome to the stream
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0:02Welcome to the stream
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0:02Welcome to the stream
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0:44Grid Raytracing for Light Probes
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0:44Grid Raytracing for Light Probes
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0:44Grid Raytracing for Light Probes
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3:00Early Termination of Grid Raytracing
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3:00Early Termination of Grid Raytracing
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3:00Early Termination of Grid Raytracing
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9:28Prepare to enable GridRayCast() to early terminate the tRay picking
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9:28Prepare to enable GridRayCast() to early terminate the tRay picking
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9:28Prepare to enable GridRayCast() to early terminate the tRay picking
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12:14Enable GridRayCast() to early terminate the tRay picking using a CostMetric
12:14Enable GridRayCast() to early terminate the tRay picking using a CostMetric
12:14Enable GridRayCast() to early terminate the tRay picking using a CostMetric
19:15Erroneous hit registration due to multiple pieces of geometry in the same voxel
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19:15Erroneous hit registration due to multiple pieces of geometry in the same voxel
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19:15Erroneous hit registration due to multiple pieces of geometry in the same voxel
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21:11Make a note in BuildSpatialPartitionForLighting() to clip boxes to the cells
21:11Make a note in BuildSpatialPartitionForLighting() to clip boxes to the cells
21:11Make a note in BuildSpatialPartitionForLighting() to clip boxes to the cells
22:30Continue to enable GridRayCast() to early terminate the tRay picking, introducing a version of ComputeVoxelIrradianceAt() that takes a grid index
22:30Continue to enable GridRayCast() to early terminate the tRay picking, introducing a version of ComputeVoxelIrradianceAt() that takes a grid index
22:30Continue to enable GridRayCast() to early terminate the tRay picking, introducing a version of ComputeVoxelIrradianceAt() that takes a grid index
24:18Reacquaint ourselves with the Outgoing parameter of ComputeVoxelIrradianceAt()
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24:18Reacquaint ourselves with the Outgoing parameter of ComputeVoxelIrradianceAt()
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24:18Reacquaint ourselves with the Outgoing parameter of ComputeVoxelIrradianceAt()
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27:26Make a note in ComputeVoxelIrradianceAt() to use -Outgoing
27:26Make a note in ComputeVoxelIrradianceAt() to use -Outgoing
27:26Make a note in ComputeVoxelIrradianceAt() to use -Outgoing
27:58Set up the early termination path in GridRayCast() to use the original ComputeVoxelIrradianceAt()
27:58Set up the early termination path in GridRayCast() to use the original ComputeVoxelIrradianceAt()
27:58Set up the early termination path in GridRayCast() to use the original ComputeVoxelIrradianceAt()
41:47Introduce walk_table_entry for GridRayCast() to use
41:47Introduce walk_table_entry for GridRayCast() to use
41:47Introduce walk_table_entry for GridRayCast() to use
44:42Make GridRayCast() decrement the CostMetric when testing leaves
44:42Make GridRayCast() decrement the CostMetric when testing leaves
44:42Make GridRayCast() decrement the CostMetric when testing leaves
49:09Consider the case when our ray doesn't hit anything, using ambient or moon light
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49:09Consider the case when our ray doesn't hit anything, using ambient or moon light
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49:09Consider the case when our ray doesn't hit anything, using ambient or moon light
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52:28Crash hhlightprof in RayCast()
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52:28Crash hhlightprof in RayCast()
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52:28Crash hhlightprof in RayCast()
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53:01Crash an -Od build of hhlightprof in RayCast()
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53:01Crash an -Od build of hhlightprof in RayCast()
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53:01Crash an -Od build of hhlightprof in RayCast()
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54:28Update BuildSpatialPartitionForLighting() to build the SpatialPartition with an apron for grid raycasting, introducing GetVoxelIndexForP()
54:28Update BuildSpatialPartitionForLighting() to build the SpatialPartition with an apron for grid raycasting, introducing GetVoxelIndexForP()
54:28Update BuildSpatialPartitionForLighting() to build the SpatialPartition with an apron for grid raycasting, introducing GetVoxelIndexForP()
1:20:31Break
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1:20:31Break
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1:20:31Break
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1:20:54New Away From Keyboard Screen!
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1:20:54New Away From Keyboard Screen!
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1:20:54New Away From Keyboard Screen!
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1:23:33Return with Bunny Fruit Snacks
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1:23:33Return with Bunny Fruit Snacks
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1:23:33Return with Bunny Fruit Snacks
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1:23:57somebody_took_my_name Q: I think there is a bug in GridIndexFrom(), VoxelDim.z is used instead of just Z
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1:23:57somebody_took_my_name Q: I think there is a bug in GridIndexFrom(), VoxelDim.z is used instead of just Z
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1:23:57somebody_took_my_name Q: I think there is a bug in GridIndexFrom(), VoxelDim.z is used instead of just Z
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1:24:20Fix GridIndexFrom() to use the passed in Z, and a typo in GetVoxelIndexForP()
1:24:20Fix GridIndexFrom() to use the passed in Z, and a typo in GetVoxelIndexForP()
1:24:20Fix GridIndexFrom() to use the passed in Z, and a typo in GetVoxelIndexForP()
1:26:08Continue to update BuildSpatialPartitionForLighting() to build the SpatialPartition for grid raycasting
1:26:08Continue to update BuildSpatialPartitionForLighting() to build the SpatialPartition for grid raycasting
1:26:08Continue to update BuildSpatialPartitionForLighting() to build the SpatialPartition for grid raycasting
1:40:21Make BuildSpatialPartitionForLighting() clip boxes to the voxels, introducing GetVoxelCellBounds() and Intersect()
1:40:21Make BuildSpatialPartitionForLighting() clip boxes to the voxels, introducing GetVoxelCellBounds() and Intersect()
1:40:21Make BuildSpatialPartitionForLighting() clip boxes to the voxels, introducing GetVoxelCellBounds() and Intersect()
1:49:56A few words on balancing code cleanliness and avoidance of work that gets undone
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1:49:56A few words on balancing code cleanliness and avoidance of work that gets undone
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1:49:56A few words on balancing code cleanliness and avoidance of work that gets undone
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1:52:02Make ProfileRun() initialise a TempArena to pass to InternalLightingCore() and through to BuildSpatialPartitionForLighting(), removing TestRayCast()
1:52:02Make ProfileRun() initialise a TempArena to pass to InternalLightingCore() and through to BuildSpatialPartitionForLighting(), removing TestRayCast()
1:52:02Make ProfileRun() initialise a TempArena to pass to InternalLightingCore() and through to BuildSpatialPartitionForLighting(), removing TestRayCast()
1:57:19Make BuildSpatialPartitionForLighting() mark the SPATIAL_GRID_NODE_TERMINATOR apron nodes
1:57:19Make BuildSpatialPartitionForLighting() mark the SPATIAL_GRID_NODE_TERMINATOR apron nodes
1:57:19Make BuildSpatialPartitionForLighting() mark the SPATIAL_GRID_NODE_TERMINATOR apron nodes
2:02:40Anticipate building the WalkTable
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2:02:40Anticipate building the WalkTable
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2:02:40Anticipate building the WalkTable
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2:04:47Sketch out the tTerminate computation in ComputeWalkTable()
2:04:47Sketch out the tTerminate computation in ComputeWalkTable()
2:04:47Sketch out the tTerminate computation in ComputeWalkTable()
2:06:03Q&A
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2:06:03Q&A
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2:06:03Q&A
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2:06:25mattiamanzati Q: While you typed in the check for the apron filling with special value, in checking the last max I think you put an X instead of a Z
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2:06:25mattiamanzati Q: While you typed in the check for the apron filling with special value, in checking the last max I think you put an X instead of a Z
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2:06:25mattiamanzati Q: While you typed in the check for the apron filling with special value, in checking the last max I think you put an X instead of a Z
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2:06:28Fix typo in BuildSpatialPartitionForLighting()
2:06:28Fix typo in BuildSpatialPartitionForLighting()
2:06:28Fix typo in BuildSpatialPartitionForLighting()
2:07:08insobot Q: Salad isn't real saving anyway, don't start with a cloudy day is it quantum computing?
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2:07:08insobot Q: Salad isn't real saving anyway, don't start with a cloudy day is it quantum computing?
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2:07:08insobot Q: Salad isn't real saving anyway, don't start with a cloudy day is it quantum computing?
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2:07:20jarput Q: Did you watch the UE 5 demo? Have you any thoughts about it?
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2:07:20jarput Q: Did you watch the UE 5 demo? Have you any thoughts about it?
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2:07:20jarput Q: Did you watch the UE 5 demo? Have you any thoughts about it?
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2:07:50madmike_99 Q: Can you watch the demo live?
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2:07:50madmike_99 Q: Can you watch the demo live?
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2:07:50madmike_99 Q: Can you watch the demo live?
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2:08:42guybru5h_vi Q: What was the original justification for switching to the probe-based GI?
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2:08:42guybru5h_vi Q: What was the original justification for switching to the probe-based GI?
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2:08:42guybru5h_vi Q: What was the original justification for switching to the probe-based GI?
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2:12:24mattiamanzati Q: Did I remember correctly that our lighting partitions aren't fixed in world size, but are fixed in number among x / y / z? Does that mean that eventually we can't have the ideal situation where the lighting voxel is aligned with world blocks, and light voxel size is a multiplier / subdivider of the game grid size, so that most of the lighting occluder voxels are not partially filled but mostly filled?
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2:12:24mattiamanzati Q: Did I remember correctly that our lighting partitions aren't fixed in world size, but are fixed in number among x / y / z? Does that mean that eventually we can't have the ideal situation where the lighting voxel is aligned with world blocks, and light voxel size is a multiplier / subdivider of the game grid size, so that most of the lighting occluder voxels are not partially filled but mostly filled?
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2:12:24mattiamanzati Q: Did I remember correctly that our lighting partitions aren't fixed in world size, but are fixed in number among x / y / z? Does that mean that eventually we can't have the ideal situation where the lighting voxel is aligned with world blocks, and light voxel size is a multiplier / subdivider of the game grid size, so that most of the lighting occluder voxels are not partially filled but mostly filled?
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2:15:09mindmark42 Q: Could you put moon blocks in the apron so you always hit something instead of using a special index? Maybe that might help your multi-condition loop?
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2:15:09mindmark42 Q: Could you put moon blocks in the apron so you always hit something instead of using a special index? Maybe that might help your multi-condition loop?
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2:15:09mindmark42 Q: Could you put moon blocks in the apron so you always hit something instead of using a special index? Maybe that might help your multi-condition loop?
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2:17:13tonewexperiences Q: Can you move the play button on the page a bit down because on first glance the horizontal line of "L" lets it look like it has a partial drop shadow which drives me mad
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2:17:13tonewexperiences Q: Can you move the play button on the page a bit down because on first glance the horizontal line of "L" lets it look like it has a partial drop shadow which drives me mad
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2:17:13tonewexperiences Q: Can you move the play button on the page a bit down because on first glance the horizontal line of "L" lets it look like it has a partial drop shadow which drives me mad
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2:17:33mattiamanzati Q: Uuuh, so essentially every LightingVoxelDim is consistent across frames even if camera zooms in / out? I thought that VoxelDim was calculated by taking WorldRegionToRenderSize divided by max number of lighting voxels per axis
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2:17:33mattiamanzati Q: Uuuh, so essentially every LightingVoxelDim is consistent across frames even if camera zooms in / out? I thought that VoxelDim was calculated by taking WorldRegionToRenderSize divided by max number of lighting voxels per axis
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2:17:33mattiamanzati Q: Uuuh, so essentially every LightingVoxelDim is consistent across frames even if camera zooms in / out? I thought that VoxelDim was calculated by taking WorldRegionToRenderSize divided by max number of lighting voxels per axis
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2:18:20tinspin Q: What is my best shot at getting a standalone C++ compiler bundled with my engine?
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2:18:20tinspin Q: What is my best shot at getting a standalone C++ compiler bundled with my engine?
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2:18:20tinspin Q: What is my best shot at getting a standalone C++ compiler bundled with my engine?
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2:20:28madmike_99 Q: Do you think "const" is useful for function arguments in certain cases or is it kind of whatever? Sorry if you get asked this often
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2:20:28madmike_99 Q: Do you think "const" is useful for function arguments in certain cases or is it kind of whatever? Sorry if you get asked this often
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2:20:28madmike_99 Q: Do you think "const" is useful for function arguments in certain cases or is it kind of whatever? Sorry if you get asked this often
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2:21:52tinspin Q: What do you compile with? cl.exe1
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2:21:52tinspin Q: What do you compile with? cl.exe1
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2:21:52tinspin Q: What do you compile with? cl.exe1
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2:24:17Close this down
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2:24:17Close this down
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2:24:17Close this down
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