Introduction to Direct3D 12 Programming with GeeXLab
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TiledLighting11 (June 2013)This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred. Both methods support high numbers of dynamic lights while maintaining performance. They use DirectCompute to divide the screen into tiles and quickly cull lights against those tiles.In addition to standard point and spot lights, this sample supports shadow-casting lights. It also extends tiled light culling to work with alpha-blended geometry. Finally, virtual point lights (VPLs) can be spawned to approximate one-bounce global illumination, as seen in AMD’s Leo Demo.