[51:32][Add a LightingIndex to entity_visible_piece][:lighting :memory :rendering]
[56:05][Consider examples of poor spatial correspondence][:rendering :speech]
[57:41][Upgrade PushQuad() to set a LightingIndex][:lighting :rendering]
[59:24][:Run the game and see no :lighting][:rendering]
[59:51][Make PushCube() set LightCount and LightIndex][:lighting :rendering]
[1:02:07][:Run the game to see :lighting restored on the cubes but not the sprites][:rendering]
[1:02:43][Enable PushCube() to read from the LightIndexStore][:lighting :rendering]
[1:09:40][:Run the game to see that it doesn't work][:lighting :rendering]
[1:10:12][Add DebugLightIndex to game_mode_world for PushLight() to use][:lighting :rendering]
[1:11:54][:Run the game to see our :lighting][:rendering]
[1:13:13][Enable ExtractReflectorsFromQuads() to use the LightIndex][:lighting :rendering]
[1:15:22][:Run the game to see that the light isn't stable][:lighting :rendering]
[1:17:11][Step in to ExtractReflectorsFromQuads() and inspect the Solution][:lighting :rendering :run]
[1:20:17][Add LastEmit and LastDirection to the lighting_solution so ExtractReflectorsFromQuads() can mix in those values at the end of the routine][:lighting :rendering]
[1:25:37][:Run the game to see that we have four frames of lag on the :lighting][:rendering]
[1:25:49][Enable ComputeLightPropagation() to use our tracked LastEmit and LastDirection][:lighting :rendering]
[1:27:30][:Run the game to see that the walls didn't get any :lighting][:rendering]
[1:28:45][:Run the game to see less flicker][:lighting :rendering :run]
[1:29:16][Make ComputeLightPropagation() interpolate the :lighting across 10 frames][:rendering]
[1:29:20][:Run the game to see the :lighting][:rendering]
[1:29:36][Make ComputeLightPropagation() interpolate the :lighting across 20 frames][:rendering]
[1:29:38][:Run the game to see the :lighting][:rendering]
[1:29:46][Make ComputeLightPropagation() interpolate the :lighting across 100 frames][:rendering]
[1:29:49][:Run the game to see the :lighting][:rendering]
[1:30:26][Make ComputeLightPropagation() interpolate the :lighting across 10 frames, and cast more rays][:rendering]
[1:30:42][:Run the game and tweak our latency and RayCount][:lighting :rendering]
[1:32:00][Step in to ComputeLightPropagation() and inspect the Solution][:lighting :rendering :run]
[1:34:08][Make ComputeLightPropagation() normalize or zero the AverageDirectionToLight interpolation][:lighting :rendering]
[1:34:41][:Run the game to see that that fixed it][:lighting :rendering]
[1:35:06][Reinsert the snake][:"entity system"]
[1:35:35][:Run the game to see the :lighting with the snake, and the more noticeable lag][:rendering]
[1:36:32][Q&A][:speech]
[1:37:00][Note in ComputeLightPropagation() to finish implementing and debugging :lighting][:admin :rendering]
[1:38:36][@ataradov][Q: Yesterday someone asked if it will be beneficial to have more test scenes for :lighting tests. And this was never answered][:rendering]
[1:38:48][@areriff][Q: Don't you use the todo.txt in the code directory to make notes?]
[1:39:09][@longboolean][Q: Found this video,[ref
site="YouTube"
page="AI Learns Noise Filtering For Photorealistic Videos | Two Minute Papers #215"
url=https://www.youtube.com/watch?v=YjjTPV2pXY0] seems related to what we are talking about (render denoising). What is your take on the use of machine learning to approach problems like these?][:rendering :ai]