ABSTRACT

Dynamic lights are a crucial part of making a virtual scene seem realistic and alive. Accurate lighting calculations are expensive and have been a major restriction in real-time applications. In recent years, many new lighting pipelines have been explored and used in games to increase the number of dynamic light sources per scene. This article presents a GPU-based variation of practical clustered shading [Persson and Olsson 13], which is a technique that improves on the currently popular tiled shading [Olsson and Assarsson 11, Swoboda 09, Balestra and Engstad 08,Andersson 09] by utilizing higher-dimensional tiles. The view frustum is divided into three-dimensional clusters instead of two-dimensional tiles and addresses the depth discontinuity problem present in the tiled shading technique. The main goal we aimed for was to explore the use of conservative rasterization to efficiently assign convex light shapes to clusters.