Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Clustered deferred and forward shading
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
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
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In recent years, deferred rendering, dating back to [Saito and Takahashi 1990], has gained in popularity for rendering in real time, especially in games. A deferred-rendering pipeline is good at dealing with many lights. However, it is not suited for handling arbitrary materials because it splits lighting and shading calculations. To overcome this drawback, Forward+ was developed [Harada et al. 2012]. Forward+ retains the ability to use a lot of lights, which is the primary advantage of a deferred-rendering pipeline, while it eliminates most of the restrictions, such as limited material variety and hardware anti-aliasing supports, at a lower computation cost. Forward+ has been already adapted in some games [Thomas 2012].