Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 409 - Smoother Blending of Lighting Samples
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 300 - Changing from Sort Keys to Sort Rules
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 450 - Supporting All Room Connection Directions
Handmade Hero Day 507 - LRU Texture Handle Reuse
Handmade Hero Day 249 - Cleaning Up Debug Macros
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 427 - Debugging Lighting Flicker