Merging the Raycaster with the Sampler
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0:04Recap and set the stage for the day
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0:04Recap and set the stage for the day
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0:04Recap and set the stage for the day
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0:25Our world remains in the dark
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0:25Our world remains in the dark
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0:25Our world remains in the dark
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1:08Let GridRayCast() set a non-zero CostMetric
1:08Let GridRayCast() set a non-zero CostMetric
1:08Let GridRayCast() set a non-zero CostMetric
1:25Demo the current lighting
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1:25Demo the current lighting
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1:25Demo the current lighting
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1:36Describe and consider the performance of our lighting
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1:36Describe and consider the performance of our lighting
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1:36Describe and consider the performance of our lighting
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4:39Rare 4coder crash
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4:39Rare 4coder crash
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4:39Rare 4coder crash
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5:26Consider gauging the grid ray casting performance if ComputeVoxelIrradianceAt() was optimal
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5:26Consider gauging the grid ray casting performance if ComputeVoxelIrradianceAt() was optimal
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5:26Consider gauging the grid ray casting performance if ComputeVoxelIrradianceAt() was optimal
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8:25Break into ComputeVoxelIrradianceAt()
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8:25Break into ComputeVoxelIrradianceAt()
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8:25Break into ComputeVoxelIrradianceAt()
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9:29RemedyBG feature request: Tabulated / colourised disassembly
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9:29RemedyBG feature request: Tabulated / colourised disassembly
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9:29RemedyBG feature request: Tabulated / colourised disassembly
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12:17Inspect the assembly of ComputeVoxelIrradianceAt()
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12:17Inspect the assembly of ComputeVoxelIrradianceAt()
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12:17Inspect the assembly of ComputeVoxelIrradianceAt()
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12:26Research the comiss instruction1,2
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12:26Research the comiss instruction1,2
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12:26Research the comiss instruction1,2
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15:40Try to interpret the origin of the comiss instructions
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15:40Try to interpret the origin of the comiss instructions
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15:40Try to interpret the origin of the comiss instructions
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21:06Compare our f32_4x and f32 versions of AbsoluteValue() in the Compiler Explorer3
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21:06Compare our f32_4x and f32 versions of AbsoluteValue() in the Compiler Explorer3
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21:06Compare our f32_4x and f32 versions of AbsoluteValue() in the Compiler Explorer3
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29:58Point out our comiss instructions
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29:58Point out our comiss instructions
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29:58Point out our comiss instructions
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30:16Redo our f32 version of AbsoluteValue() based on the f32_4x version4,5
30:16Redo our f32 version of AbsoluteValue() based on the f32_4x version4,5
30:16Redo our f32 version of AbsoluteValue() based on the f32_4x version4,5
33:09Our comiss instructions are replaced with a call, which in turn retains the comiss ones
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33:09Our comiss instructions are replaced with a call, which in turn retains the comiss ones
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33:09Our comiss instructions are replaced with a call, which in turn retains the comiss ones
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34:15Revert the f32 version of AbsoluteValue() to use fabs()
34:15Revert the f32 version of AbsoluteValue() to use fabs()
34:15Revert the f32 version of AbsoluteValue() to use fabs()
34:27Our comiss instructions are back, welded in
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34:27Our comiss instructions are back, welded in
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34:27Our comiss instructions are back, welded in
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34:47Weld GetOctahedralOffset() in to ComputeVoxelIrradianceAt()
34:47Weld GetOctahedralOffset() in to ComputeVoxelIrradianceAt()
34:47Weld GetOctahedralOffset() in to ComputeVoxelIrradianceAt()
36:37Our comiss instructions remain
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36:37Our comiss instructions remain
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36:37Our comiss instructions remain
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38:01Weld OctahedralFromUnitVector() in to ComputeVoxelIrradianceAt()
38:01Weld OctahedralFromUnitVector() in to ComputeVoxelIrradianceAt()
38:01Weld OctahedralFromUnitVector() in to ComputeVoxelIrradianceAt()
39:10SignOf() is the source of two comiss instructions
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39:10SignOf() is the source of two comiss instructions
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39:10SignOf() is the source of two comiss instructions
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40:04Make SignOf() branchless6
40:04Make SignOf() branchless6
40:04Make SignOf() branchless6
44:34Two of our comiss instructions are gone
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44:34Two of our comiss instructions are gone
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44:34Two of our comiss instructions are gone
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45:26The lighting still looks the same
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45:26The lighting still looks the same
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45:26The lighting still looks the same
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46:12Make the UV computation in ComputeVoxelIrradianceAt() fully branchless
46:12Make the UV computation in ComputeVoxelIrradianceAt() fully branchless
46:12Make the UV computation in ComputeVoxelIrradianceAt() fully branchless
50:06Note why _mm_extract_ps() is often not a good idea, as mmozeiko pointed out7
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50:06Note why _mm_extract_ps() is often not a good idea, as mmozeiko pointed out7
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50:06Note why _mm_extract_ps() is often not a good idea, as mmozeiko pointed out7
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53:18Finish making the UV computation in ComputeVoxelIrradianceAt() fully branchless, also noting to change Extract1() and Extract2() to use SHUF+CVTSS
53:18Finish making the UV computation in ComputeVoxelIrradianceAt() fully branchless, also noting to change Extract1() and Extract2() to use SHUF+CVTSS
53:18Finish making the UV computation in ComputeVoxelIrradianceAt() fully branchless, also noting to change Extract1() and Extract2() to use SHUF+CVTSS
54:16All of our comiss instructions are gone
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54:16All of our comiss instructions are gone
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54:16All of our comiss instructions are gone
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54:46Seek improvements to our ComputeVoxelIrradianceAt() vectorisation
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54:46Seek improvements to our ComputeVoxelIrradianceAt() vectorisation
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54:46Seek improvements to our ComputeVoxelIrradianceAt() vectorisation
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59:54Remove the stupidity from our ComputeVoxelIrradianceAt() vectorisation8
59:54Remove the stupidity from our ComputeVoxelIrradianceAt() vectorisation8
59:54Remove the stupidity from our ComputeVoxelIrradianceAt() vectorisation8
1:05:02A few words on being aware of gotchas in poorly designed instruction sets
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1:05:02A few words on being aware of gotchas in poorly designed instruction sets
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1:05:02A few words on being aware of gotchas in poorly designed instruction sets
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1:06:45Continue to remove the stupidity from our ComputeVoxelIrradianceAt() vectorisation, introducing an f32_4x version of SignOf()
1:06:45Continue to remove the stupidity from our ComputeVoxelIrradianceAt() vectorisation, introducing an f32_4x version of SignOf()
1:06:45Continue to remove the stupidity from our ComputeVoxelIrradianceAt() vectorisation, introducing an f32_4x version of SignOf()
1:12:38Hit a read access violation in ComputeVoxelIrradianceAt()
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1:12:38Hit a read access violation in ComputeVoxelIrradianceAt()
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1:12:38Hit a read access violation in ComputeVoxelIrradianceAt()
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1:13:38Remove the problematic part of the BaseXYZ computation in ComputeVoxelIrradianceAt()
1:13:38Remove the problematic part of the BaseXYZ computation in ComputeVoxelIrradianceAt()
1:13:38Remove the problematic part of the BaseXYZ computation in ComputeVoxelIrradianceAt()
1:13:50We no longer hit that read access violation
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1:13:50We no longer hit that read access violation
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1:13:50We no longer hit that read access violation
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1:14:08Scrutinise ComputeVoxelIrradianceAt() for bugs
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1:14:08Scrutinise ComputeVoxelIrradianceAt() for bugs
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1:14:08Scrutinise ComputeVoxelIrradianceAt() for bugs
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1:21:25Make ComputeVoxelIrradianceAt() call GetOctahedralOffset() as originally
1:21:25Make ComputeVoxelIrradianceAt() call GetOctahedralOffset() as originally
1:21:25Make ComputeVoxelIrradianceAt() call GetOctahedralOffset() as originally
1:22:41Step into ComputeVoxelIrradianceAt() and compare the Txy and Check
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1:22:41Step into ComputeVoxelIrradianceAt() and compare the Txy and Check
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1:22:41Step into ComputeVoxelIrradianceAt() and compare the Txy and Check
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1:24:48Weld GetOctahedralOffset() into ComputeVoxelIrradianceAt() to facilitate closer comparison
1:24:48Weld GetOctahedralOffset() into ComputeVoxelIrradianceAt() to facilitate closer comparison
1:24:48Weld GetOctahedralOffset() into ComputeVoxelIrradianceAt() to facilitate closer comparison
1:27:47Hit our assertion in ComputeVoxelIrradianceAt(), and compare the check and newly computed values
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1:27:47Hit our assertion in ComputeVoxelIrradianceAt(), and compare the check and newly computed values
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1:27:47Hit our assertion in ComputeVoxelIrradianceAt(), and compare the check and newly computed values
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1:29:49Weld OctahedralFromUnitVector() into ComputeVoxelIrradianceAt() to facilitate comparison
1:29:49Weld OctahedralFromUnitVector() into ComputeVoxelIrradianceAt() to facilitate comparison
1:29:49Weld OctahedralFromUnitVector() into ComputeVoxelIrradianceAt() to facilitate comparison
1:32:25Hit our assertion in ComputeVoxelIrradianceAt(), and compare the check and newly computed values
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1:32:25Hit our assertion in ComputeVoxelIrradianceAt(), and compare the check and newly computed values
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1:32:25Hit our assertion in ComputeVoxelIrradianceAt(), and compare the check and newly computed values
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1:32:54Fix ComputeVoxelIrradianceAt() to use AbsoluteValue() when computing the OneNorm
1:32:54Fix ComputeVoxelIrradianceAt() to use AbsoluteValue() when computing the OneNorm
1:32:54Fix ComputeVoxelIrradianceAt() to use AbsoluteValue() when computing the OneNorm
1:33:26We run successfully
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1:33:26We run successfully
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1:33:26We run successfully
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1:33:35Remove the checking code from ComputeVoxelIrradianceAt()
1:33:35Remove the checking code from ComputeVoxelIrradianceAt()
1:33:35Remove the checking code from ComputeVoxelIrradianceAt()
1:33:51Our ray casting performance is improving
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1:33:51Our ray casting performance is improving
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1:33:51Our ray casting performance is improving
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1:35:38hhlightprof total seconds elapsed: 5.244874
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1:35:38hhlightprof total seconds elapsed: 5.244874
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1:35:38hhlightprof total seconds elapsed: 5.244874
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1:37:33Inspect the assembly of ComputeVoxelIrradianceAt()
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1:37:33Inspect the assembly of ComputeVoxelIrradianceAt()
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1:37:33Inspect the assembly of ComputeVoxelIrradianceAt()
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1:38:26Replace Extract0(), Extract1() and Extract2() with ConvertF32() and ConvertS32()
1:38:26Replace Extract0(), Extract1() and Extract2() with ConvertF32() and ConvertS32()
1:38:26Replace Extract0(), Extract1() and Extract2() with ConvertF32() and ConvertS32()
1:42:08Our lighting looks the same
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1:42:08Our lighting looks the same
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1:42:08Our lighting looks the same
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1:42:15hhlightprof total seconds elapsed: 5.055217
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1:42:15hhlightprof total seconds elapsed: 5.055217
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1:42:15hhlightprof total seconds elapsed: 5.055217
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1:43:11Change ComputeVoxelIrradianceAt() to return the f32_4x ResultRGB, for the callers to use directly
1:43:11Change ComputeVoxelIrradianceAt() to return the f32_4x ResultRGB, for the callers to use directly
1:43:11Change ComputeVoxelIrradianceAt() to return the f32_4x ResultRGB, for the callers to use directly
1:46:13Our lighting looks the same
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1:46:13Our lighting looks the same
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1:46:13Our lighting looks the same
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1:46:18hhlightprof total seconds elapsed: 4.963887
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1:46:18hhlightprof total seconds elapsed: 4.963887
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1:46:18hhlightprof total seconds elapsed: 4.963887
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1:47:14Weld ComputeVoxelIrradianceAt() straight in to GridRayCast(), to save computing values twice
1:47:14Weld ComputeVoxelIrradianceAt() straight in to GridRayCast(), to save computing values twice
1:47:14Weld ComputeVoxelIrradianceAt() straight in to GridRayCast(), to save computing values twice
1:49:16Our lighting looks the same
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1:49:16Our lighting looks the same
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1:49:16Our lighting looks the same
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1:49:30hhlightprof total seconds elapsed: 4.701094
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1:49:30hhlightprof total seconds elapsed: 4.701094
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1:49:30hhlightprof total seconds elapsed: 4.701094
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1:50:40Seek further improvements to GridRayCast()
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1:50:40Seek further improvements to GridRayCast()
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1:50:40Seek further improvements to GridRayCast()
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1:54:19Our lighting looks the same
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1:54:19Our lighting looks the same
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1:54:19Our lighting looks the same
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1:54:22Q&A
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1:54:22Q&A
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1:54:22Q&A
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1:54:43golido3868 Q: Sorry to be off-topic. I've finished all the five days in the Intro to C and it was awesome. But there's a huge gap between the intro and the main course that I'm not able to fully understand. What's your suggestion? I'm new to programming, started reading K&R recently.9
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1:54:43golido3868 Q: Sorry to be off-topic. I've finished all the five days in the Intro to C and it was awesome. But there's a huge gap between the intro and the main course that I'm not able to fully understand. What's your suggestion? I'm new to programming, started reading K&R recently.9
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1:54:43golido3868 Q: Sorry to be off-topic. I've finished all the five days in the Intro to C and it was awesome. But there's a huge gap between the intro and the main course that I'm not able to fully understand. What's your suggestion? I'm new to programming, started reading K&R recently.9
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1:56:35Plug Star Code Galaxy10
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1:56:35Plug Star Code Galaxy10
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1:56:35Plug Star Code Galaxy10
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1:57:39Close it down
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1:57:39Close it down
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1:57:39Close it down
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