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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Texturing and Lighting in DirectX 11

DirectX 11 Texturing and Lighting

DirectX 11 Texturing and Lighting

In this article I will discuss texture and lighting in DirectX 11 using HLSL shaders.

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Introduction to OpenGL and GLSL

OpenGL

OpenGL

In this article I will introduce the reader to the OpenGL rendering API (application programming interface). I will also introduce GLSL (OpenGL Shading Language). We will create a simple vertex shader and fragment shader that can be used to render very basic 3D primitives. By the end of this article you will know how to create a simple OpenGL application and render 3D objects using shaders.

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Unity Asset Pipeline, GameObjects and Components

Unity - Assets

Unity – Assets

In the previous article titled Introduction to Unity 3.5 I introduced the Unity interface and we created a simple project that shows a rotating cube. In this article, I want to introduce some basic Unity concepts such as the Asset pipeline and the GameObject-Component model and introduce a few of the Components that Unity provides. I will not go into too much detail about the different components in this article (I will dedicate a different article for each of the more complex components such as Terrain, Particle Effects, Physics, Audio, and Scripts).

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Introduction to Unity 3.5

Unity

Unity

In this article, I will introduce you to the Unity game editor. Unity is a tool for creating and deploying games to PC, consoles, web and mobile devices. In this post, I will go through the steps to get Unity installed on your computer and I will introduce you to the basic features of Unity. Unity makes it easy for anyone to get started making games. You will not need any previous game development experience to follow these articles but by the end, you will be prepared to start making your own games like a professional!

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Transformation and Lighting in Cg 3.1

Lighting with Cg 3.1

Lighting with Cg 3.1

In this article I will demonstrate how to implement a basic lighting model using the Cg shader language. If you are unfamiliar with using Cg in your own applications, then please refer to my previous article titled Introduction to Shader Programming with Cg 3.1.

This article is an updated version of the previous article titled Transformation and Lighting in Cg. In this article, I will not use any deprecated features of OpenGL. I will only use the core OpenGL 3.1 API.

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Introduction to Shader Programming with Cg 3.1

NVIDIA Cg

NVIDIA Cg

In this article I will introduce the reader to shader programming using the Cg shader programming language. I will use OpenGL graphics API to communicate with the Cg shaders. This article does not explain how use OpenGL. If you require an introduction to OpenGL, you can follow my previous article titled Introduction to OpenGL.

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Using OpenGL Vertex Buffer Objects

Vertex Buffer Object

Vertex Buffer Object


In this article, I will explain how to use the ARB_vertex_buffer_object extension to efficiently render geometry in OpenGL.
If you are not sure how to use extensions in OpenGL, you can refer to my previous article titled OpenGL Extensions. If you have never programmed an OpenGL application before, you can refer to my previous article titled Introduction to OpenGL.

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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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