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Compute-Based Tiled Culling
| Content Provider | Scilit |
|---|---|
| Author | Stewart, Jason |
| Copyright Year | 2018 |
| Description | Modern real-time rendering engines need to support many dynamic light sources in a scene. Meeting this requirement with traditional forward rendering is problematic. Typically, a forward-rendered engine culls lights on the CPU for each batch of scene geometry to be drawn, and changing the set of lights in use requires a separate draw call. Thus, there is an undesirable tradeoff between using smaller pieces of the scene for more efficient light culling versus using larger batches and more instancing for fewer total draw calls. The intersection tests required for light culling can also be a performance burden for the CPU. Book Name: GPU Pro 360 |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2017-0-67835-2&isbn=9781351052108&doi=10.1201/9781351052108-15&format=pdf |
| Ending Page | 288 |
| Page Count | 24 |
| Starting Page | 265 |
| DOI | 10.1201/9781351052108-15 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2018-10-31 |
| Access Restriction | Open |
| Subject Keyword | Book Name: Gpu Pro 360 Software Engineering Cpu Forward Scene Batches Rendering Engines Light Culling |
| Content Type | Text |
| Resource Type | Chapter |