jimmyacres
clustered shading
First steps with clustered shading! Initial clustered light assignment working, but still needs refinement step outlined in Emil Persson/Avalanche paper to tighten the cluster groups around the sphere.
Definitely looking like this is a promising alternative to tiled deferred and forward+ light culling methods. I'm liking that it can be done CPU side (not requiring compute shaders or OpenCL) which both frees up GPU time and maintains compatibility with older APIs.
Other great bonus is that the culling doesn't require any information about your scene (such as a depth buffer), no depth prepass needed, and transparency pass can use the same light indices! Plus, it's fast ;)
Paper this implementation is based on can be found here:
clustered shading
First steps with clustered shading! Initial clustered light assignment working, but still needs refinement step outlined in Emil Persson/Avalanche paper to tighten the cluster groups around the sphere.
Definitely looking like this is a promising alternative to tiled deferred and forward+ light culling methods. I'm liking that it can be done CPU side (not requiring compute shaders or OpenCL) which both frees up GPU time and maintains compatibility with older APIs.
Other great bonus is that the culling doesn't require any information about your scene (such as a depth buffer), no depth prepass needed, and transparency pass can use the same light indices! Plus, it's fast ;)
Paper this implementation is based on can be found here: