Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting
Handmade Hero Day 585 - Centralized Light Atlas Handling
Handmade Hero Day 580 - Investigating Octahedral Interpolation
Handmade Hero Day 579 - Debugging Octahedral Shading
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 583 - Streamlining the New Lighting Pipeline
Handmade Hero Day 545 - Adding Ground Cover
Handmade Hero Day 588 - Aligning Light Voxels with the Camera
Handmade Hero Day 533 - Importing Particles, Scenery, and Items
Handmade Hero Day 551 - Computing Probe to Probe Transmission
Handmade Hero Day 570 - Distinguishing Between Lights and Occluders
Handmade Hero Day 581 - Preparing for Octahedral Indirect Lighting
Handmade Hero Day 561 - Sampling Light Voxels with a Reflection Vector
Handmade Hero Day 497 - Starting on Asset System Cleanup
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 571 - Adding a Light Hierarchy
Handmade Hero Day 522 - Solving for Sorting Displacement
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 591 - Making a Stand-alone Lighting Performance Test
Handmade Hero Day 578 - Sampling Octahedral Atlases
Handmade Hero Day 543 - Moving Unpacked Entities from the Sim Region to World
Handmade Hero Day 402 - Adding Raycasting to the Lighting
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 554 - Reducing GPU Memory Footprint
Handmade Hero Day 564 - Improving Trilinear Sampling Results