In this post, Volume Tiled Forward Shading rendering is described. Volume Tiled Forward Shading is based on Tiled and Clustered Forward Shading described by Ola Olsson et. al. . Similar to Clustered Shading, Volume Tiled Forward Shading builds a 3D grid of volume tiles (clusters) and assigns the lights in the scene to the volumes tiles. Only the lights that are intersecting with the volume tile for the current pixel need to be considered during shading. By sorting the lights into volume tiles, the performance of the shading stage can be greatly improved. By building a Bounding Volume Hierarchy (BVH) over the lights in the scene, the performance of the light assignment to tiles phase can also be improved. The Volume Tiled Forward Shading technique combined with the BVH optimization allows for millions of light sources to be active in the scene.
In this article I will demonstrate how to apply 2D textures to your 3D models. I will also show how to define lights that are used to illuminate the objects in your scene.
I assume that the reader has a basic knowledge of C++ and how to create and compile C++ programs. If you have never created an OpenGL program, then I suggest that you read my previous article titled [Introduction to OpenGL and GLSL] before continuing with this article.
In this article I will demonstrate how to implement a basic lighting model using the Cg shader language. In this article, I assume the reader is familiar with the OpenGL graphics API and how to setup an application that uses OpenGL. If you want to see how you can setup an application that can be used to do OpenGL graphics rendering, you can refer to my previous article titled [Introduction to OpenGL for Game Programmers].