Johannes Brunen
2017-05-12 07:43:03 UTC
Hello,
As promised, today I send you my finished and polished ClusterShading example. It is based on:
Ola Olsson et.al
http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
High Performance Graphics (2012), pp. 1-10
C. Dachsbacher, J. Munkberg, and J. Pantaleoni (Editors)
This invention describes the clustering the view frustum and population of these clusters by lights contributing to the shading of the cluster's fragments. Light lists are generated for each cluster and evaluated in the fragment shader.
Additionally I have used the
SIGGRAPH 2015 course "Real-Time Many-Light Management and Shadows with Clustered Shading"
https://newq.net/publications/more/s2015-many-lights-course
I have implemented the example in a classic forward rendering setup and hope that it makes its way into OpenSG and that is useful for anyone.
Additionally, the patch contains small enhancements to the MultiLightChunk and corrections to the examples basing on this chunk.
@Carsten: The patch does also contain the MultiPropertyUBOChunk and MultiPropertySSBOChunk classes which I have forgotten to add to my recent patch ' ssbo_ubo_opensg.patch'. There, I did introduced common base classes for the various UBO and SSBO classes, and I adapted these two missing guys also.
Best,
Johannes
As promised, today I send you my finished and polished ClusterShading example. It is based on:
Ola Olsson et.al
http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
High Performance Graphics (2012), pp. 1-10
C. Dachsbacher, J. Munkberg, and J. Pantaleoni (Editors)
This invention describes the clustering the view frustum and population of these clusters by lights contributing to the shading of the cluster's fragments. Light lists are generated for each cluster and evaluated in the fragment shader.
Additionally I have used the
SIGGRAPH 2015 course "Real-Time Many-Light Management and Shadows with Clustered Shading"
https://newq.net/publications/more/s2015-many-lights-course
I have implemented the example in a classic forward rendering setup and hope that it makes its way into OpenSG and that is useful for anyone.
Additionally, the patch contains small enhancements to the MultiLightChunk and corrections to the examples basing on this chunk.
@Carsten: The patch does also contain the MultiPropertyUBOChunk and MultiPropertySSBOChunk classes which I have forgotten to add to my recent patch ' ssbo_ubo_opensg.patch'. There, I did introduced common base classes for the various UBO and SSBO classes, and I adapted these two missing guys also.
Best,
Johannes