ABSTRACT

This chapter aims to explore the tiled forward shading algorithm. Tiled forward shading combines advantages from both tiled deferred shading and standard forward rendering. Deferred shading has two main features: decoupling of lighting and shading from geometry management and minimization of the number of lighting computations performed. Tiled forward shading attempts to combine one of the main advantages of (tiled) deferred rendering, i.e., the reduced amount of lighting computations done, with the advantages of forward rendering. The chapter refers to the process of rendering where lighting and shading computations are performed in the same pass as the geometry is rasterized. This corresponds to the standard setup consisting of a vertex shader that transforms geometry and a fragment shader that computes a resulting color for each rasterized fragment. The chapter also present a tiled forward shading renderer to which we add support for transparency, multisample antialiasing and finally experiment with having a few different shaders for different objects.