Tiled Forward Shading Johan Medeström
Project Goals Render a scene with lots of lights Learn more OpenGL and shading techniques Learn more about OpenCL/Compute shaders
What I researched OpenGL 4.3 functionality Compute Shaders OpenCL CPU based methods Ended up with Compute Shaders due to familiarity
Tiled Shading Divide screen into 16x16 or (32x32, 64x ) pixel tiles Calculate which lights affect a tile Use compute shaders to increase performance Calculate lighting per tile
Tiled Deferred Shading
Early tests Lots of lights are supported with good framerates 4096 small point lights
Final Results Both techniques running steady at 60 fps 2048 light sources support
Performance results
Demo time!