Game Development Reference
In-Depth Information
Near
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(a) Small and large lights
(b) Top-down and first person views
Figure 4.2. (a) The effect of having lights that are too large (bottom image): there is
no gain from the tiling, as all light sources affect all tiles (drawn in yellow), compared
to the top image, where there is one light per tile on average. (b) Comparison of a
top-down view and a first-person view. In the top-down view (top), all lights are close
to the ground, which has only small variations in the Z-direction. In this case, not much
is gained from computing minimum and maximum Z-bounds. In the first-person view
(bottom), the bounds help (three lights in the image affect no tiles at all).
handles complex light and geometry configurations more robustly with respect
to performance. However, tiled forward shading is significantly simpler to im-
plement, and works on a much broader range of hardware. We will discuss the
clustered shading extension and how it interacts with the tiled forward shading
presented here in Section 4.8.
 
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