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dc.contributor.authorHarada, Takahiroen_US
dc.contributor.authorMcKee, Jayen_US
dc.contributor.authorYang, Jason C.en_US
dc.contributor.editorCarlos Andujar and Enrico Puppoen_US
dc.date.accessioned2013-11-08T10:28:33Z
dc.date.available2013-11-08T10:28:33Z
dc.date.issued2012en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/conf/EG2012/short/005-008en_US
dc.description.abstractThis 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.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Color, shading, shadowing, and textureen_US
dc.titleForward+: Bringing Deferred Lighting to the Next Levelen_US
dc.description.seriesinformationEurographics 2012 - Short Papersen_US


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