Planning Better Lighting ⚠ Click here to regain focus ⚠
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0:03Recap and set the stage for the day
0:03Recap and set the stage for the day
0:03Recap and set the stage for the day
1:01Run the game to show our Phong lighting, and consider how to improve it
1:01Run the game to show our Phong lighting, and consider how to improve it
1:01Run the game to show our Phong lighting, and consider how to improve it
9:46Blackboard: Light Rendering
9:46Blackboard: Light Rendering
9:46Blackboard: Light Rendering
16:45Blackboard: Phong reflectance model
16:45Blackboard: Phong reflectance model
16:45Blackboard: Phong reflectance model
22:06Blackboard: Moving beyond the simplification of the Phong model
22:06Blackboard: Moving beyond the simplification of the Phong model
22:06Blackboard: Moving beyond the simplification of the Phong model
24:47Blackboard: Light Probes
24:47Blackboard: Light Probes
24:47Blackboard: Light Probes
25:21Everybody needs to get lit"α
25:21Everybody needs to get lit"α
25:21Everybody needs to get lit"α
25:34Blackboard: Light Probes and Cube Map
25:34Blackboard: Light Probes and Cube Map
25:34Blackboard: Light Probes and Cube Map
30:52Blackboard: How light probing can solve the problem completely, but not for us
30:52Blackboard: How light probing can solve the problem completely, but not for us
30:52Blackboard: How light probing can solve the problem completely, but not for us
33:31Blackboard: Producing hemispheres of light ad infinitum
33:31Blackboard: Producing hemispheres of light ad infinitum
33:31Blackboard: Producing hemispheres of light ad infinitum
37:32Blackboard: "Monte Carlo" Integration
37:32Blackboard: "Monte Carlo" Integration
37:32Blackboard: "Monte Carlo" Integration
41:22Blackboard: Unbiased vs Biased rendering
41:22Blackboard: Unbiased vs Biased rendering
41:22Blackboard: Unbiased vs Biased rendering
48:10Blackboard: Breaking the infinite bounce nastiness with Monte Carlo integration
48:10Blackboard: Breaking the infinite bounce nastiness with Monte Carlo integration
48:10Blackboard: Breaking the infinite bounce nastiness with Monte Carlo integration
51:13Consult examples of offline renderers1,2,3,4
51:13Consult examples of offline renderers1,2,3,4
51:13Consult examples of offline renderers1,2,3,4
55:33A few words on the offline rendering system in The Witness
55:33A few words on the offline rendering system in The Witness
55:33A few words on the offline rendering system in The Witness
57:01Blackboard: The lighting requirements of our online renderer
57:01Blackboard: The lighting requirements of our online renderer
57:01Blackboard: The lighting requirements of our online renderer
1:01:29Blackboard: Turning an aerial lighting problem into a point lighting problem
1:01:29Blackboard: Turning an aerial lighting problem into a point lighting problem
1:01:29Blackboard: Turning an aerial lighting problem into a point lighting problem
1:05:21Blackboard: Light source occlusion
1:05:21Blackboard: Light source occlusion
1:05:21Blackboard: Light source occlusion
1:12:17Blackboard: Consider various techniques for lighting
1:12:17Blackboard: Consider various techniques for lighting
1:12:17Blackboard: Consider various techniques for lighting
1:16:19Consider the attractiveness of using a system that doesn't bifurcate the renderer into two parts
1:16:19Consider the attractiveness of using a system that doesn't bifurcate the renderer into two parts
1:16:19Consider the attractiveness of using a system that doesn't bifurcate the renderer into two parts
1:21:37Consult Alex Evans' 'Fast Approximations for Lighting of Dynamic Scenes'5
1:21:37Consult Alex Evans' 'Fast Approximations for Lighting of Dynamic Scenes'5
1:21:37Consult Alex Evans' 'Fast Approximations for Lighting of Dynamic Scenes'5
1:29:17Consider flipping a coin
1:29:17Consider flipping a coin
1:29:17Consider flipping a coin
1:30:26Blackboard: Voxel cone tracing6
1:30:26Blackboard: Voxel cone tracing6
1:30:26Blackboard: Voxel cone tracing6
1:38:12Consider that we want a simpler approach, e.g. the point light propagation model
1:38:12Consider that we want a simpler approach, e.g. the point light propagation model
1:38:12Consider that we want a simpler approach, e.g. the point light propagation model
1:44:01Blackboard: Lighting Process Proposal
1:44:01Blackboard: Lighting Process Proposal
1:44:01Blackboard: Lighting Process Proposal
1:49:23Q&A
1:49:23Q&A
1:49:23Q&A
1:50:21mtsmox Don't we already need acceleration, because the lookups for the closest traversable are already "slow"?
1:50:21mtsmox Don't we already need acceleration, because the lookups for the closest traversable are already "slow"?
1:50:21mtsmox Don't we already need acceleration, because the lookups for the closest traversable are already "slow"?
1:50:42Blackboard: Closest Point Query vs Line Query
1:50:42Blackboard: Closest Point Query vs Line Query
1:50:42Blackboard: Closest Point Query vs Line Query
1:54:37Blackboard: Ray tracing through a grid
1:54:37Blackboard: Ray tracing through a grid
1:54:37Blackboard: Ray tracing through a grid
1:56:55jura_z Why not use signed [sic] distance fields? Best for line queries. (Sorry, a bit of context, just joined your stream)
1:56:55jura_z Why not use signed [sic] distance fields? Best for line queries. (Sorry, a bit of context, just joined your stream)
1:56:55jura_z Why not use signed [sic] distance fields? Best for line queries. (Sorry, a bit of context, just joined your stream)
1:58:08Blackboard: Signed distance field
1:58:08Blackboard: Signed distance field
1:58:08Blackboard: Signed distance field
2:01:42jura_z k-d tree?
2:01:42jura_z k-d tree?
2:01:42jura_z k-d tree?
2:02:35kim_jorgensen Shouldn't we get the frame rate to a reasonable range before adding more complexity (lighting)? How do we know our budget?
2:02:35kim_jorgensen Shouldn't we get the frame rate to a reasonable range before adding more complexity (lighting)? How do we know our budget?
2:02:35kim_jorgensen Shouldn't we get the frame rate to a reasonable range before adding more complexity (lighting)? How do we know our budget?
2:03:03Run the game in release, to check out the frame rate
2:03:03Run the game in release, to check out the frame rate
2:03:03Run the game in release, to check out the frame rate
2:03:50jim0_o Are there (obvious) visual differences in these different lighting methods?
2:03:50jim0_o Are there (obvious) visual differences in these different lighting methods?
2:03:50jim0_o Are there (obvious) visual differences in these different lighting methods?
2:04:42vaualbus On top of this, how we will manage shadows? Is that another big problem to solve?
2:04:42vaualbus On top of this, how we will manage shadows? Is that another big problem to solve?
2:04:42vaualbus On top of this, how we will manage shadows? Is that another big problem to solve?
2:05:35illumi25 Do you know if your broadcasts have inspired improvements in "popular" game engines out there?
2:05:35illumi25 Do you know if your broadcasts have inspired improvements in "popular" game engines out there?
2:05:35illumi25 Do you know if your broadcasts have inspired improvements in "popular" game engines out there?
2:08:43vaualbus So all of this is still not a physically based rendering renderer? So almost all the time light is pre-calculated at asset creation?
2:08:43vaualbus So all of this is still not a physically based rendering renderer? So almost all the time light is pre-calculated at asset creation?
2:08:43vaualbus So all of this is still not a physically based rendering renderer? So almost all the time light is pre-calculated at asset creation?
2:12:40kim_jorgensen Really slow on my old PC in debug mode. But it was more how do we know our budget?
2:12:40kim_jorgensen Really slow on my old PC in debug mode. But it was more how do we know our budget?
2:12:40kim_jorgensen Really slow on my old PC in debug mode. But it was more how do we know our budget?
2:15:56Wind it down
2:15:56Wind it down
2:15:56Wind it down