[5:00][Scrutinise EndLightingComputation() for bugs][:lighting :research]
[6:32][Expand the radius of our light falloff in EndLightingComputation()][:lighting]
[6:54][See some visible :lighting, with "watery" artifacts as we apparently get full brightness in voxels lacking a light probe][:run]
[8:40][Increase the light intensity from 0.025 to 0.1 of the max][:lighting]
[9:45][See fuller light in the center region][:lighting :run]
[10:39][Fix EndLightingComputation() to omit the zero light probe from our spatial index][:lighting]
[13:55][See that our :lighting brightness artifact is fixed, but that the :sampling needs improving][:run]
[17:03][Visualise the location of light probes within their voxels, using our checkerboard pattern and disabling the trilinear filtering][:"debug visualisation" :lighting]
[19:57][Check the location of our light probes][:"debug visualisation" :lighting :run]
[20:48][Make EndLightingComputation() override all the lights with our checkerboard][:"debug visualisation" :lighting]
[21:40][Check the location of our light probes in the voxels][:"debug visualisation" :lighting :run]
[22:32][Disable the checkerboard in EndLightingComputation()][:"debug visualisation" :lighting]
[22:56][See that our non-trilinear sampled :lighting looks more or less correct, and consider factoring in the light probe position to our lighting equation][:run]
[26:13][Begin to make CompileZBiasProgram() factor in the light probe position to our :lighting equation]
[29:59][Consider how we could adjust the light based on its position][:lighting :speech]
[32:37][Consider a cleaner way to interpolate between light probe voxels, using a signed distance field][:lighting :speech]
[37:14][Revert our light position code, and re-enable trilinear filtering][:lighting]
[38:29][Take a close look at our light falloff artifacts][:lighting :run]
[48:01][Try to encode our :lighting alpha and intensity as a signed distance field, before reverting]
[56:36][Make sure that it still runs][:lighting :run]
[56:39][Make EndLightingComputation() stuff :lighting values directly into the voxels]
[59:20][See our test light sphere][:lighting :run]
[59:36][Encode our light values as a signed distance field in EndLightingComputation()][:lighting]
[1:03:55][Find that our trilinear interpolation is more round than it was][:lighting :run]
[1:05:49][Prevent EndLightingComputation() from normalising the incoming light, and only apply the West light][:lighting]
[1:08:19][Check out the high quality of our :lighting falloff][:run]
[1:09:37][Reinstate all our light directions in EndLightingComputation()][:lighting]
[1:11:56][See light beyond our falloff boundary, and that the roundedness has gone again][:lighting :run]
[1:13:54][Consider if we can put our sampled :lighting into a signed distance field construction at voxelisation time][:speech]
[1:18:10][Walk through our :lighting equation in EndLightingComputation(), noting the problematic interaction of multiple normalisations with a signed distance field][:research]
[1:22:59][Prevent EndLightingComputation() from factoring in the light direction normals][:lighting]
[2:07:18][Consider encoding our light from -0.2 to 1][:lighting]
[2:08:54][@Spiney][Q: What's the reason you want to keep with the light probes approach instead of using light entities?][:lighting]
[2:10:21][@Spiney][Q: Light source][:lighting]
[2:13:12][@centhusiast][Q: Could you explain about the real time fluid simulations for games. For example, how to simulate swirling smoke in the game? Have you read the paper by Jos Stam on the real time fluid solver for games? It is really interesting in my opinion. Thanks[ref