Clustered deferred and forward shading

Olsson O., Billeter M. and Assarsson U. (2012). Clustered deferred and forward shading. In: Carsten Dachsbacher, Jacob Munkberg and Jacopo Pantaleoni, 4th ACM SIGGRAPH / Eurographics Symposium on High-Performance Graphics, HPG 2012. High-Performance Graphics 2012, HPG 2012 - ACM SIGGRAPH / Eurographics Symposium Proceedings, Paris, France, (87-96). 25-27 June 2012. doi:10.2312/EGGH/HPG12/087-096


Author Olsson O.
Billeter M.
Assarsson U.
Title of paper Clustered deferred and forward shading
Conference name High-Performance Graphics 2012, HPG 2012 - ACM SIGGRAPH / Eurographics Symposium Proceedings
Conference location Paris, France
Conference dates 25-27 June 2012
Proceedings title 4th ACM SIGGRAPH / Eurographics Symposium on High-Performance Graphics, HPG 2012
Place of Publication Eurographics Association
Publisher Goslar, Germany
Publication Year 2012
Year available 2012
Sub-type Fully published paper
DOI 10.2312/EGGH/HPG12/087-096
Open Access Status Not Open Access
ISBN 9783905674415
ISSN 2079-8679
Editor Carsten Dachsbacher
Jacob Munkberg
Jacopo Pantaleoni
Start page 87
End page 96
Total pages 10
Language eng
Abstract/Summary This paper presents and investigates Clustered Shading for deferred and forward rendering. In Clustered Shading, view samples with similar properties (e.g. 3D-position and/or normal) are grouped into clusters. This is comparable to tiled shading, where view samples are grouped into tiles based on 2D-position only. We show that Clustered Shading creates a better mapping of light sources to view samples than tiled shading, resulting in a significant reduction of lighting computations during shading. Additionally, Clustered Shading enables using normal information to perform per-cluster back-face culling of lights, again reducing the number of lighting computations. We also show that Clustered Shading not only outperforms tiled shading in many scenes, but also exhibits better worst case behaviour under tricky conditions (e.g. when looking at high-frequency geometry with large discontinuities in depth). Additionally, Clustered Shading enables real-time scenes with two to three orders of magnitudes more lights than previously feasible (up to around one million light sources).
Keyword Clustered shading
Deferred and forward rendering
3D-position
Mapping of light sources
Lighting computations
Q-Index Code EX
Q-Index Status Provisional Code
Institutional Status Non-UQ

 
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