Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 240 - Moving the Renderer into a Third Tier
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 243 - Asynchronous Texture Downloads
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 420 - Pushing Lighting Information Directly
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 442 - Getting NSight Working
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 383 - Fixing Depth Peel Artifacts
Handmade Hero Day 423 - Modifying Lighting to Use a Spatial Hierarchy