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

Para obtener información más completa sobre las optimizaciones del compilador, consulte nuestro Aviso de optimización.
Icono de paquete Clustered Shading.zip46.42 MB