dc.contributor.author | Harada, Takahiro | en_US |
dc.contributor.author | McKee, Jay | en_US |
dc.contributor.author | Yang, Jason C. | en_US |
dc.contributor.editor | Carlos Andujar and Enrico Puppo | en_US |
dc.date.accessioned | 2013-11-08T10:28:33Z | |
dc.date.available | 2013-11-08T10:28:33Z | |
dc.date.issued | 2012 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/conf/EG2012/short/005-008 | en_US |
dc.description.abstract | This paper presents Forward+, a method of rendering many lights by culling and storing only lights that contribute to the pixel. Forward+ is an extension to traditional forward rendering. Light culling, implemented using the compute capability of the GPU, is added to the pipeline to create lists of lights; that list is passed to the final rendering shader, which can access all information about the lights. Although Forward+ increases workload to the final shader, it theoretically requires less memory traffic compared to compute-based deferred lighting. Furthermore, it removes the major drawback of deferred techniques, which is a restriction of materials and lighting models. Experiments are performed to compare the performance of Forward+ and deferred lighting. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Color, shading, shadowing, and texture | en_US |
dc.title | Forward+: Bringing Deferred Lighting to the Next Level | en_US |
dc.description.seriesinformation | Eurographics 2012 - Short Papers | en_US |