Tiled Deferred Rendering

  • Implemented with The Forge engine
  • Used PBR for multi-renderTarget in Deferred Rendering
  • Light culling using tile frustums in a compute shader
  • Depth Bound pass(Parallel reduction)
  • Employed a seperate buffer for light position and color values for better performance.
4096 Light scene

4096 Lights Render Scene

To debug scene, I used a logarithmic scale to divide color section.

4096 Light Debug Scene

4096 Lights Debug Scene