: Efficient Real-Time Shading with Many Lights
. In: SIGGRAPH Asia 2014 Courses, pp. 11:1–11:310, ACM, Shenzhen, China, 2014, ISBN: 978-1-4503-3195-1.
I organized this course together with Markus Billeter and Emil Persson in order to bring together all our research into efficient real-time shading with many lights into the one package. This allows us to go into both some background and a lot more detail than previous talks. The course was presented at SIGGRAPH Asia 2014, in Shezhen. The slides and notes are also available from the ACM digital library, but they do not represent the final presented version. The final version was, as usual, final a few hours before the course began. Markus and Emil also host the content on their respective home pages, in addition Markus’ page contains a convenient extracted list of references, with links and all!
Part 1 – Introduction to Real-Time Shading with Many Lights
slides|pdf In this part I give an overview of past and present methods for real-time shading with many lights. For example forward/deferred shading and tiled and clustered.
Part 2 – Practical Clustered Shading
slides|pdf Emil provides insights into the adaptions and extensions needed to bring clustered shading to production level in Just Cause 3 at Avalanche Studios.
Part 3 – Efficient Shadows from Many Lights
slides|pdf I present the details on our I3D paper which is a solution that can deliver both high quality and high performance by leveraging virtual shadow maps.
Part 4 – Clustered Shading on Mobile Devices
slides|pdf Markus gives an introduction to the novel challenges that arise when targeting mobile hardware and presents a modified clustered shading algorithm to suit this class of hardware.