Volume Tiled Forward Shading

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DOI

Document Type

Master Thesis

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License

CC-BY-NC-ND

Abstract

In order to achieve a greater degree of visual fidelity, graphics programmers are constantly seeking methods to push the limits of what is possible in graphics hardware. In this thesis, we describe Volume Tiled Forward Shading, a new lighting technique based on Tiled and Clustered Forward Shading from Ola Olsson et. al. By constructing a Bounding Volume Hierarchy over the lights in the scene, we are able to demonstrate that a scene containing millions of light sources can be rendered in real-time using Volume Tiled Forward Shading. Volume Tiled Forward Shading proves to be a viable technique to achieve real-time frame rates in scenes containing many light sources.

Keywords

Graphics, Rendering, Lighting, Shading, Clustered, Tiled, Forward, Deferred, G-buffer, Geometry, Vertex, Pixel, Fragment, Volume

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