Handmade Hero Day 568 - Debugging the Raycaster
Handmade Hero Day 567 - Large to Small Voxel Transfer
Handmade Hero Day 560 - Querying Irradiance Directly from Voxels
Handmade Hero Day 569 - Raycasting from Light Probe Locations
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 564 - Improving Trilinear Sampling Results
Handmade Hero Day 499 - Unifying Debug and Editor Modes
Handmade Hero Day 552 - Generating Sampling Spheres into an INL
Handmade Hero Day 509 - Creating Tags Files
Handmade Hero Day 544 - Caching Unpacked Entities Across Frames
Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 574 - Experimenting with Voxel Filters
Handmade Hero Day 384 - Dynamically Responding to Render Settings
Handmade Hero Day 572 - Scrolling the Lighting Voxel
Handmade Hero Day 578 - Sampling Octahedral Atlases
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 553 - Improved Sphere Distributions
Handmade Hero Day 554 - Reducing GPU Memory Footprint
Handmade Hero Day 119 - Counting Intrinsics
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform