The final paper produced during my master thesis Forward and Deferred Hashed Shading. It discusses the designed algorithm, as well as the performance compared to Tiled and Clustered Shading.
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Updated
Jan 24, 2018 - TeX
The final paper produced during my master thesis Forward and Deferred Hashed Shading. It discusses the designed algorithm, as well as the performance compared to Tiled and Clustered Shading.
An OpenGL tutorial on clustered shading. A technique for rendering thousands of dyanmic lights in games.
Toy engine written in C++ and DirectX 12
A modern OpenGL engine that follows AZDO techniques and implements clustered shading
Experimental Game Engine (uses Clustered Deferred)
Clustered lighting for the Unity Built-In Pipeline in VRChat.
My master thesis of computer science: Forward and Deferred Hashed Shading. It discusses a newly designed light assignment algorithm, as well as the performance compared to Tiled and Clustered Shading.
webGL implementation of dense light scene, included deferred & clustered rendering for accelaration
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading
Clustered shading implementation with bgfx
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