3 ms·
I guess the approach you're looking for to make sure that relevant light sources aren't ignored is covered by the ideas in the clustered deferred shading or clu
by gmueckl 5y ago
I guess the approach you're looking for to make sure that relevant light sources aren't ignored is covered by the ideas in the clustered deferred shading or clustered forward shading algorithms: you divide your view frustum into a 3d grid and for each light source you rasterize its sphere of influence (up to an arbitrary cutoff) into that grid. For each grid cell, you keep a list of relevant lights. For each shading point, you look up its grid cell and only shade based on the lights that got rasterized into it. Naturally, you have to decide on an arbitrary cutoff radius for each light source which introduces bias.