Index hero/code570
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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Distinguishing Between Lights and Occluders" vod_platform=youtube id=_dVntlUp4eM annotator=Miblo]
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[0:01][Demo the current state of our light probe-based ray cast :lighting][:run]
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[1:59][:Lighting improvements: 1. Averaging across frames][:run]
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[2:57][:Lighting improvements: 2. Real indirect bounce and convection][:run]
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[3:34][:Lighting improvements: 3. How best to store and update our information][:run]
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[8:22][Reacquaint ourselves with TestCastFromProbes()][:lighting :research]
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[9:55][Reacquaint ourselves with ComputeLightPropagation()][:lighting :research :threading]
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[10:49][Turn the lighting_work version of ComputeLightPropagation() into a ComputeLightPropagationWork() PLATFORM_WORK_QUEUE_CALLBACK][:lighting :threading]
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[13:22][Prepare to update ComputeLightPropagationWork() to work with voxel-based :lighting][:research]
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[17:51][Set up ComputeLightPropagationWork() to handle multiple light sources][:lighting]
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[20:55][Continue to reacquaint ourselves with ComputeLightPropagationWork(), its stochastic spherical :sampling and ambient light][:lighting :research]
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[23:53][Consider getting ambient light from the probes][:lighting]
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[24:56][Continue to reacquaint ourselves with ComputeLightPropagationWork(), :sampling hits][:lighting :research]
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[26:52][Set up ComputeLightPropagationWork() to sample from our voxel-based :lighting, removing light_probe_irradiance and introducing ComputeVoxelIrradianceAt()][:sampling]
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[31:19][Make ComputeLightPropagationWork() call SpamVoxel() renaming the existing SpamVoxel() to SpamVoxelSlice()][:lighting]
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[35:52][Clean up compile errors][:lighting]
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[40:55][Set up ComputeLightPropagationWork() to compute falloff based on the light source position][:lighting]
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[43:02][Make ComputeLightPropagationWork() weight the incoming light by its intensity and location][:lighting]
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[46:11][Consider how to average higher fidelity :lighting with multiple light fields][:research]
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[48:23][Make ComputeLightPropagationWork() initialise a consistent MoonP, and SpamVoxelSlice() and SpamVoxel() take a LightFalloff which may be 0.0f for the moon][:lighting]
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[54:37][Introduce a stubbed out ComputeVoxelIrradianceAt()][:lighting]
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[55:38][Traverse the world with the determination to put lights into the casting hierarchy][:lighting :run]
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[56:29][Determine to distinguish between lights and occluders][:lighting :speech]
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[57:59][Spatial Partitioning of Lights][:blackboard :geometry :lighting]
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[1:03:17][Upgrade our lighting_box spatial hierarchy for gathering four lights and distinguish between lights and occluders, replacing its Emission and TextureIndex values with a LightBoxD array in lighting_solution][:"data structure" :geometry :lighting]
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[1:11:41][Make PushOccluder() set IsLight to 0, and redo PushLight() based on that function instead setting IsLight to 1][:lighting]
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[1:13:40][Fix compile errors in SplitBox() and UpdateAndRenderEntities()][:"entity system" :geometry :lighting]
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[1:16:16][Make RayCast() conditionally set the HitEmission to 1.0 or 0.0f for lights and occluders respectively, with deep considerations on efficiency][:lighting]
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[1:24:05][Find that all remains well][:lighting :run]
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[1:24:23][Toggle on the PushLight() call in UpdateAndRenderWorld()][:lighting]
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[1:25:12][Check out our pushed light, being occluded at the top of the hero's hop][:lighting :run]
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[1:25:50][Set up TestCastFromProbes() to distinguish between lights and occluders][:lighting]
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[1:27:10][Find that our light–occluder distinguishing does not work][:lighting :run]
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[1:27:31][Enable IsTestCast in TestCastFromProbes() to highlight ray hits][:"debug visualisation" :lighting]
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[1:30:06][Find that our light–occluder distinguishing now works][:lighting :run]
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[1:31:17][Introduce GetSpatialLeafForP() to gather light from the spatial hierarchy][:geometry :lighting]
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[1:38:29][Make TestCastFromProbes() call GetSpatialLeafForP(), and rename LightBoxP to LightBoxTargetP in lighting_solution][:"data structure" :geometry :lighting]
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[1:41:04][Slightly rewrite GetSpatialLeafForP() to return a u32 rather than a lighting_box pointer][:geometry :lighting]
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[1:42:39][Fix compile error in TestCastFromProbes()][:geometry :lighting]
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[1:43:12][Determine to gather our light from the spatial hierarchy][:geometry :lighting :speech]
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[1:43:47][Check out our uninitialised light][:geometry :lighting :run]
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[1:43:59][Investigate why we saw the light move][:geometry :lighting :research]
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[1:44:43][Consider our :lighting to be buggy][:geometry :run]
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[1:45:02][Begin to enable BuildSpatialPartitionForLighting() to insert lights into the hierarchy, introducing InsertLight()][:geometry :lighting]
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[1:52:21][Consider tabling our spatial hierarchy :lighting gather for tomorrow][:geometry :speech]
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[1:53:55][Make BuildSpatialPartitionForLighting() fill LightBoxTargetP with the DebugLightP][:geometry :lighting]
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[1:55:01][Verify that the LightBoxTargetP filling works][:geometry :lighting :run]
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[1:55:09][Disable IsTestCast in TestCastFromProbes()][:"debug visualisation" :lighting]
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[1:55:34][See our test :lighting, without the spatial hierarchy lookup][:geometry :run]
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[1:55:56][Q&A][:speech]
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[1:57:23][You're returning 0 instead of Result in the function you created to find the box][:authored :geometry :lighting]
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[1:57:45][Fix GetSpatialLeafForP() to return Result][:geometry :lighting]
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[1:58:03][Not sure how relevant, but the problem seems related to importance :sampling lights in Monte Carlo ray tracers][:authored :lighting]
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[1:59:43][What lessons did you learn from implementing [~hero Handmade Hero]'s debug inspection system?][:authored :"debug system"]
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[2:01:15][There is a follow-up question][:authored]
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[2:02:09][Are there any :performance impacts to storing large arrays of data as static global constants?][:authored]
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[2:04:10][@jessem3y3r][Is a nontrivial part of the difficulty the inherent limitations of C – you originally had to implement various metaprogramming tooling – or is the ideal system you want just inherently complex?][:language]
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[2:04:52][Do you use OpenGL?][:authored]
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[2:06:42][Will you add lights separately or bundle it with other objects in the scene like lamps, for example?][:authored :"entity system" :lighting]
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[2:08:14][Not a question, but just wanted to tell you I lost two daughters, twins, due to a freak accident, and binging [~hero Handmade Hero] helped a lot with managing the loss during the hardest time. You help with more than you probably think][:authored]
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[2:10:23][Do you think the current trend of dedicated ray tracing :hardware is the right way to go for GPUs solving the :lighting problem? Is there another route you would like to see?][:authored]
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[2:14:36][@bulmanator][I really like the platform and renderer setup you have. If your renderer needed to load files – for shaders or something, or had to allocate a lot of stuff – would you reimplement the platform specific functions in the renderer, or would you pass your platform :API struct to the renderer initialise and use the ones your main executable implemented?][:authored :"file io" :library :memory]
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[2:16:17][Wrap it up][:speech]
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[/video]
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