2011
DOI: 10.1080/2151237x.2011.621761
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Tiled Shading

Abstract: In this article we describe and investigate Tiled Shading. The tiled techniques, though simple, enable substantial improvements to both deferred and forward shading. Tiled Shading has previously been talked about only in terms of deferred shading (Tiled Deferred Shading). We contribute a more detailed description of the technique, introduce Tiled Forward Shading (a generalization of Tiled Deferred Shading to also apply to forward shading), and a thorough performance evaluation. Tiled Forward Shading has many o… Show more

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Cited by 33 publications
(22 citation statements)
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“…Real Time Many Light Shading Tiled Shading is a recent technique that supports many thousands of lights in real-time applications [Swoboda 2009;Olsson and Assarsson 2011;Harada 2012]. In this technique, lights are binned into 2D screen-space tiles that can then be queried for shading.…”
Section: Previous Workmentioning
confidence: 99%
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“…Real Time Many Light Shading Tiled Shading is a recent technique that supports many thousands of lights in real-time applications [Swoboda 2009;Olsson and Assarsson 2011;Harada 2012]. In this technique, lights are binned into 2D screen-space tiles that can then be queried for shading.…”
Section: Previous Workmentioning
confidence: 99%
“…These techniques work by binning lights into tiles of various dimensionality [Olsson and Assarsson 2011;Harada 2012;Olsson et al 2012]. Many simultaneous lights enable both a higher degree of visual quality and greater artistic freedom, and these techniques are therefore directly applicable in the games industry [Swoboda 2009;Ferrier and Coffin 2011;Persson and Olsson 2013].…”
Section: Introductionmentioning
confidence: 99%
“…II. PREVIOUS WORK a) Real Time Many Light Shading: Tiled Shading is a recent technique that supports many thousands of lights in real-time applications [4], [1], [2]. In this technique, lights are binned into 2D screen-space tiles that can then be queried for shading.…”
Section: A Contributionsmentioning
confidence: 99%
“…1) Batch Hierarchy Construction: Each batch is a range of triangle indices and an AABB, constructed such that all the vertices share the transformation matrix 1 and are located close together, to ensure coherency under animation. The batches are created off-line, using a bottom-up agglomerative treeconstruction algorithm over the scene triangles, similar to that described by Walter et al [24].…”
Section: B Culling Shadow-casting Geometrymentioning
confidence: 99%
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