[0:04][Recap our new radial interpolation of :lighting samples and set the stage for the day][:speech]
[3:43][This is @Molly Bean][:speech]
[4:58][Determine to: 1) Use the ray caster in the octahedral light maps, and 2) Streamline the :lighting voxels intermediate storage out of the equation][:speech]
[8:55][Demo the current state of the :lighting, noting our artifacts when a light passes through a probe, and the persistent flower shape due to texel interpolation][:run]
[11:14][Toggle off the light probe drawing in EndLightingComputation()][:"debug visualisation" :lighting]
[11:31][Traverse the garden without visible light probes][:lighting :run]
[12:06][Toggle off EDGE_COLORING in EndLightingComputation() and the light and depth map viewers in OpenGLEndFrame()][:"debug visualisation" :lighting]
[12:51][Traverse the clean garden, with the determination to bounce light around][:lighting :run]
[13:19][Set up to use the ray caster in the octahedral light maps][:lighting :research]
[14:36][Remove the accumulation data from light_voxel_cell, for EndLightingComputation() to update the light directly, enabling TEST_LIGHT_TRANSFER][:"data structure" :lighting]
[17:26][See a data-less world][:lighting :run]
[17:37][Remove SpamVoxel() and trim down SpamVoxelSlice()][:lighting]
[20:36][Consider casting rays from locations other than at light probes][:lighting :speech]
[22:23][Rename SpamVoxelSlice() to SpamVoxel() and make it blend in the :lighting directly, augmenting lighting_solution with tUpdateBlend][:"data structure" :lighting]
[28:36][Make TestCastFromProbes() pass an octahedral light map location to SpamVoxel(), introducing GetOctahedralOffset()][:lighting]
[1:49:47][Consult 'Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields'[ref
title="Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
author="Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire"
url=http://jcgt.org/published/0008/02/01/] on diffuse :sampling][:research]
[1:52:22][Consult 'Real-Time Global Illumination using Precomputed Light Field Probes'[ref
author="Morgan McGuire, Michael Mara, Derek Nowrouzezahrai, David Luebke"
title="Real-Time Global Illumination using Precomputed Light Field Probes"
url=https://casual-effects.com/research/McGuire2017LightField/] on diffuse :sampling][:lighting :research]
[2:03:13][Spec out specular :sampling in ComputeVoxelIrradianceAt()][:lighting]
[2:05:24][Glimpse the (broken) specular :lighting][:run :sampling]
[2:05:32][Defer figuring out diffuse :sampling of the octahedral map][:lighting :speech]
[2:06:24][Q&A][:speech]
[2:07:50][@xxthebigfoxx][Q: Is the diffuse component going to be computed on the CPU or the GPU then?][:lighting :sampling]
[2:08:33][@relvet][Q: Since :hardware standards move quickly, have you considered doing a pass on the codebase to move to newer versions of OpenGL and SSE? The optimization implications alone should be worth it, or?]
[2:09:56][@cerdus][What is the current OpenGL version?]
[2:10:38][@philliptrudeau][Q: Did the paper[ref
title="Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
author="Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire"
url=http://jcgt.org/published/0008/02/01/] say that they compute a separate cosine-weighted radiance for every probe? Where do they store that information?]
[2:12:10][@erdomina][Q: Any pointers on reading research papers effectively?]
[2:12:35][@philliptrudeau][Is this a "research paper"?]
[2:13:25][@philliptrudeau][Journal of Fluffy Opinion Papers]