Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Efficient stream compaction on wide SIMD many-core architectures
Proceedings of the Conference on High Performance Graphics 2009
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Deferred shading techniques using frostbite in "Battlefield 3" and "Need for Speed the Run"
ACM SIGGRAPH 2011 Talks
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Tiled and clustered forward shading: supporting transparency and MSAA
ACM SIGGRAPH 2012 Talks
SIGGRAPH Asia 2012 Technical Briefs
A sort-based deferred shading architecture for decoupled sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Counting and occurrence sort for GPUs using an embedded language
Proceedings of the 2nd ACM SIGPLAN workshop on Functional high-performance computing
Efficient virtual shadow maps for many lights
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Per-triangle shadow volumes using a view-sample cluster hierarchy
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Hi-index | 0.00 |
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).