Forward Clustered Shading

Published: 08/05/2014, Last Updated: 08/05/2014

 

 

This sample demonstrates Forward Clustered Shading, a recently proposed light culling method that allows the convenience of forward rendering, requires a single geometry pass, and efficiently handles high light counts. Special care has been taken to minimize CPU usage through low level optimizations and by leveraging ISPC. Various rendering techniques are available in the sample to compare and contrast performance (see /content/www/us/en/develop/articles/deferred-rendering-for-current-and-future-rendering-pipelines.html).

 

 

Contact: Marc Fauconneau Dufresne

Marc Fauconneau
08-05-2014
08-05-2014
Graphics Tech Samples
 
 
 
URL TO THUMBNAIL
SHORT DESCRIPTION OF SAMPLE HERE

Attachment Size
clustered-shading.zip 46.4 MB

Product and Performance Information

1

Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered by this notice.

Notice revision #20110804