Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 254 - Reenabling Profiling
Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 268 - Consolidating Debug Links and Groups
Handmade Hero Day 420 - Pushing Lighting Information Directly
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 438 - Switching to Cosine-weighted Poisson Sampling
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 422 - Raycasting AABBs Directly
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 439 - Testing Better Entropy