Volume Tiled Forward Shading

Volume Tiled Forward Shading

Volume Tiled Forward Shading

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. [13][20]. 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.

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Forward vs Deferred vs Forward+ Rendering with DirectX 11

Forward+ with HLSL

Forward+ with HLSL

In this article, I will analyze and compare three rendering algorithms:

  1. Forward Rendering
  2. Deferred Shading
  3. Forward+ (Tiled Forward Rendering)

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Rendering and Special Effects in Unity 3.5

Lightmapping

Lightmapping

In this article, I will introduce the reader to the different rendering components in Unity. I will introduce the Camera component as well as the different lighting components that are available. I will also talk about materials in Unity and introduce you to a few of the shaders that are available. And finally, I will also introduce light-mapping in Unity.

If you haven’t used Unity before, you can refer to my previous article titled “Introduction to Unity” available here: https://www.3dgep.com/?p=3246.

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Texturing and Lighting in OpenGL

Texturing and Lighting

Texturing and Lighting


In this article, I will demonstrate how to apply 2D textures to your 3D models. I will also show how to define lights in your scene 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 OpenGLhere before continuing with this article.

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