Handmade Hero Day 409 - Smoother Blending of Lighting Samples
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 406 - Getting a Graphics Debugger Working
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Ray 02 - Replacing rand() and Preparing for SIMD
Daily Drawing Sessions - Day 409
Handmade Ray 01 - Multithreading