Forward Clustered Shading

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

Contact: Marc Fauconneau Dufresne

Package icon Clustered Shading.zip46.42 MB
For more complete information about compiler optimizations, see our Optimization Notice.

1 comment

Alexei K.'s picture

Good job.

But, is there any code example with shadows for clustered shading technique ?


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