Tiled Deferred Rendering
The Forge
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 Lights Render Scene
To debug scene, I used a logarithmic scale to divide color section.

4096 Lights Debug Scene