Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 438 - Switching to Cosine-weighted Poisson Sampling
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 423 - Modifying Lighting to Use a Spatial Hierarchy
Handmade Hero Day 471 - Separating the Renderer Completely (Part 2)