Skip to content

Conversation

yuruwang
Copy link

  • Forward+ rendering: Built a data structure to keep track of how many lights are in each cluster and what their indices are
    Render the scene using only the lights that overlap a given cluster
  • Clustered deferred rendering: Stored vertex attributes in g-buffer. Read g-buffer in a shader to produce final output.
  • Blinn-Phong shading: Combined diffuse color and specular color.
  • Optimized g-buffer format: Packed color, vertex position, normal values together into vec4s. Used 2-component normals and calculate the third component in shader.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant