Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 438 - Switching to Cosine-weighted Poisson Sampling
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 436 - Spiral and Blue Noise Distributions on the Sphere
Handmade Hero Day 440 - Introduction to Function Approximation with Andrew Bromage
Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 439 - Testing Better Entropy
Handmade Hero Day 457 - Implementing PNG Reconstruction Filters
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 127 - Aligning Rendering Memory
Handmade Hero Day 442 - Getting NSight Working
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 470 - Separating the Renderer Completely (Part 1)
Handmade Hero Day 434 - Replacing the Pseudo-random Number Generator
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 446 - Generating Possible Room Volumes
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors