Modifying Lighting to Use a Spatial Hierarchy
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0:07Recap and set the stage for the day, optimising the lighting
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0:07Recap and set the stage for the day, optimising the lighting
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0:07Recap and set the stage for the day, optimising the lighting
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2:37Consider the intractability of O(n²) algorithms
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2:37Consider the intractability of O(n²) algorithms
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2:37Consider the intractability of O(n²) algorithms
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7:10Consider the kinds of numbers at play in our lighting system, and possible ways to optimise it as it is
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7:10Consider the kinds of numbers at play in our lighting system, and possible ways to optimise it as it is
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7:10Consider the kinds of numbers at play in our lighting system, and possible ways to optimise it as it is
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10:50Standard raycasting acceleration structure, bucketing up lighting elements
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10:50Standard raycasting acceleration structure, bucketing up lighting elements
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10:50Standard raycasting acceleration structure, bucketing up lighting elements
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14:38Ordered traversal of this acceleration structure
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14:38Ordered traversal of this acceleration structure
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14:38Ordered traversal of this acceleration structure
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17:29k-d tree
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17:29k-d tree
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17:29k-d tree
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20:42Multiresolution tree, aggregating lighting elements to produce a plausible, approximate solution
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20:42Multiresolution tree, aggregating lighting elements to produce a plausible, approximate solution
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20:42Multiresolution tree, aggregating lighting elements to produce a plausible, approximate solution
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25:30Consider unifying the spatial partitioning for use by all systems
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25:30Consider unifying the spatial partitioning for use by all systems
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25:30Consider unifying the spatial partitioning for use by all systems
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30:01Create handmade_lighting.h and handmade_lighting.cpp
30:01Create handmade_lighting.h and handmade_lighting.cpp
30:01Create handmade_lighting.h and handmade_lighting.cpp
33:39A few words on separating code into files
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33:39A few words on separating code into files
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33:39A few words on separating code into files
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35:24Continue to populate handmade_lighting.h and #include our new files
35:24Continue to populate handmade_lighting.h and #include our new files
35:24Continue to populate handmade_lighting.h and #include our new files
38:11Run the game to see our lighting solution running not multiresolution, and consider how to split it into pieces
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38:11Run the game to see our lighting solution running not multiresolution, and consider how to split it into pieces
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38:11Run the game to see our lighting solution running not multiresolution, and consider how to split it into pieces
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44:31Augment lighting_box and lighting_solution to support child nodes, and propagate this to LightingTest() and RayCast()
44:31Augment lighting_box and lighting_solution to support child nodes, and propagate this to LightingTest() and RayCast()
44:31Augment lighting_box and lighting_solution to support child nodes, and propagate this to LightingTest() and RayCast()
56:27Run the game and consult the lighting solution data in the profiler
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56:27Run the game and consult the lighting solution data in the profiler
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56:27Run the game and consult the lighting solution data in the profiler
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58:57Begin to enable RayCast() to operate on a spatial partition
58:57Begin to enable RayCast() to operate on a spatial partition
58:57Begin to enable RayCast() to operate on a spatial partition
1:04:00Simplify raycast_result and reorganise RayCast() to handle this
1:04:00Simplify raycast_result and reorganise RayCast() to handle this
1:04:00Simplify raycast_result and reorganise RayCast() to handle this
1:08:38Run the game to see that that didn't much affect our speed
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1:08:38Run the game to see that that didn't much affect our speed
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1:08:38Run the game to see that that didn't much affect our speed
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1:08:57Introduce a new RayCast(), rename the existing one to RayCastRecurse() and continue to enable it to operate on a spatial partition, calling itself recursively
1:08:57Introduce a new RayCast(), rename the existing one to RayCastRecurse() and continue to enable it to operate on a spatial partition, calling itself recursively
1:08:57Introduce a new RayCast(), rename the existing one to RayCastRecurse() and continue to enable it to operate on a spatial partition, calling itself recursively
1:14:10A few words on ray intersection of a convex vs concave solid
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1:14:10A few words on ray intersection of a convex vs concave solid
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1:14:10A few words on ray intersection of a convex vs concave solid
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1:14:50Finish implementing RayCastRecurse()
1:14:50Finish implementing RayCastRecurse()
1:14:50Finish implementing RayCastRecurse()
1:16:22Introduce BuildSpatialPartitionForLighting()
1:16:22Introduce BuildSpatialPartitionForLighting()
1:16:22Introduce BuildSpatialPartitionForLighting()
1:22:30Run the game to see that we're doing okay
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1:22:30Run the game to see that we're doing okay
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1:22:30Run the game to see that we're doing okay
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1:23:05Checking against the backface, to handle the case when a ray originates inside a cube
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1:23:05Checking against the backface, to handle the case when a ray originates inside a cube
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1:23:05Checking against the backface, to handle the case when a ray originates inside a cube
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1:25:48Run the game to confirm that it seems to be working okay
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1:25:48Run the game to confirm that it seems to be working okay
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1:25:48Run the game to confirm that it seems to be working okay
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1:26:52insobot 86 minutes into the main stream. 34 until Q&A. (based on NOTE)
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1:26:52insobot 86 minutes into the main stream. 34 until Q&A. (based on NOTE)
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1:26:52insobot 86 minutes into the main stream. 34 until Q&A. (based on NOTE)
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1:27:08Consider how to build a basic spatial partition
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1:27:08Consider how to build a basic spatial partition
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1:27:08Consider how to build a basic spatial partition
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1:29:33Run the game to see that ComputeLightPropagation takes 148,634,510 cycles
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1:29:33Run the game to see that ComputeLightPropagation takes 148,634,510 cycles
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1:29:33Run the game to see that ComputeLightPropagation takes 148,634,510 cycles
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1:30:04Add BoxTable indirection to lighting_solution, and introduce GetBox()
1:30:04Add BoxTable indirection to lighting_solution, and introduce GetBox()
1:30:04Add BoxTable indirection to lighting_solution, and introduce GetBox()
1:32:43Enable BuildSpatialPartitionForLighting() to loop over our BoxTable
1:32:43Enable BuildSpatialPartitionForLighting() to loop over our BoxTable
1:32:43Enable BuildSpatialPartitionForLighting() to loop over our BoxTable
1:33:43Run the game to see black
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1:33:43Run the game to see black
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1:33:43Run the game to see black
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1:33:54Fix BuildSpatialPartitionForLighting() to loop over the BoxTable after BoxCount has been incremented
1:33:54Fix BuildSpatialPartitionForLighting() to loop over the BoxTable after BoxCount has been incremented
1:33:54Fix BuildSpatialPartitionForLighting() to loop over the BoxTable after BoxCount has been incremented
1:34:21Run the game to see that that's fine and did not appreciably affect our performance
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1:34:21Run the game to see that that's fine and did not appreciably affect our performance
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1:34:21Run the game to see that that's fine and did not appreciably affect our performance
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1:34:44Note that our indirection table allows a single child node to be placed in multiple places
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1:34:44Note that our indirection table allows a single child node to be placed in multiple places
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1:34:44Note that our indirection table allows a single child node to be placed in multiple places
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1:35:39Introduce AddOverlappingBoxes() and SplitBox()
1:35:39Introduce AddOverlappingBoxes() and SplitBox()
1:35:39Introduce AddOverlappingBoxes() and SplitBox()
1:43:14Run the game and note that we are testing against a spatial hierarchy
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1:43:14Run the game and note that we are testing against a spatial hierarchy
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1:43:14Run the game and note that we are testing against a spatial hierarchy
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1:43:43Make PlayWorld() generate 32 screens
1:43:43Make PlayWorld() generate 32 screens
1:43:43Make PlayWorld() generate 32 screens
1:44:13Run the game to see our slowdown
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1:44:13Run the game to see our slowdown
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1:44:13Run the game to see our slowdown
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1:50:06Q&A
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1:50:06Q&A
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1:50:06Q&A
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1:50:43praet_a51 Q: Can you try lighting as it is in a release build?
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1:50:43praet_a51 Q: Can you try lighting as it is in a release build?
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1:50:43praet_a51 Q: Can you try lighting as it is in a release build?
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1:50:56Try to build in release mode
1:50:56Try to build in release mode
1:50:56Try to build in release mode
1:51:17Run the game to see that the O(n²) is too slow
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1:51:17Run the game to see that the O(n²) is too slow
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1:51:17Run the game to see that the O(n²) is too slow
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1:51:39Make PlayWorld() produce fewer rooms
1:51:39Make PlayWorld() produce fewer rooms
1:51:39Make PlayWorld() produce fewer rooms
1:51:51Run the game to see the fine framerate
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1:51:51Run the game to see the fine framerate
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1:51:51Run the game to see the fine framerate
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1:52:44Miblo Q: You mentioned something about the need to handle concave and convex solids differently when raycasting, due to (I believe) the possibility of entering and leaving a single face of a concave solid multiple times. Any chance you could explain a little more how this could affect us if we had concave solids?
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1:52:44Miblo Q: You mentioned something about the need to handle concave and convex solids differently when raycasting, due to (I believe) the possibility of entering and leaving a single face of a concave solid multiple times. Any chance you could explain a little more how this could affect us if we had concave solids?
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1:52:44Miblo Q: You mentioned something about the need to handle concave and convex solids differently when raycasting, due to (I believe) the possibility of entering and leaving a single face of a concave solid multiple times. Any chance you could explain a little more how this could affect us if we had concave solids?
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1:53:01Optimally raycasting a split convex solid, based on its front face
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1:53:01Optimally raycasting a split convex solid, based on its front face
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1:53:01Optimally raycasting a split convex solid, based on its front face
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1:57:58Raycasting a split concave solid
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1:57:58Raycasting a split concave solid
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1:57:58Raycasting a split concave solid
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2:02:35Raycasting against back faces of concave solids may work the same
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2:02:35Raycasting against back faces of concave solids may work the same
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2:02:35Raycasting against back faces of concave solids may work the same
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2:06:16enyo_enev Q: Why did we skip the part with placing cubes over entities such as trees and the hero? And also they should receive light in some way, right?
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2:06:16enyo_enev Q: Why did we skip the part with placing cubes over entities such as trees and the hero? And also they should receive light in some way, right?
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2:06:16enyo_enev Q: Why did we skip the part with placing cubes over entities such as trees and the hero? And also they should receive light in some way, right?
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2:06:43zennmystic Q: We just noticed your 4coder and Milton are colour coordinated. What are the values?
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2:06:43zennmystic Q: We just noticed your 4coder and Milton are colour coordinated. What are the values?
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2:06:43zennmystic Q: We just noticed your 4coder and Milton are colour coordinated. What are the values?
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2:07:45That's it for today
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2:07:45That's it for today
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2:07:45That's it for today
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