https://github.com/boostibot/forward-plus
The light binning algorithm for Forward+ rendering
https://github.com/boostibot/forward-plus
forward-plus-shading rendering
Last synced: about 2 months ago
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The light binning algorithm for Forward+ rendering
- Host: GitHub
- URL: https://github.com/boostibot/forward-plus
- Owner: Boostibot
- License: unlicense
- Created: 2024-07-14T14:08:22.000Z (almost 2 years ago)
- Default Branch: main
- Last Pushed: 2025-01-15T22:31:03.000Z (over 1 year ago)
- Last Synced: 2025-01-16T00:13:46.810Z (over 1 year ago)
- Topics: forward-plus-shading, rendering
- Language: C
- Homepage:
- Size: 1.26 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
Implements the light binning part of Forward+ rendering. The implementation is based on the blog pos [Forward vs Deferred vs Forward+ Rendering with DirectX 11](https://www.3dgep.com/forward-plus/)
but translated to OpenGL, GLSL and modified for higher efficiency (I have not concluded any benchmarks yet so this claim is unverified).

On the above screenshot is a demo scene including opaque cubes in light grey and lights spheres in yellow. Each light has marked its center with small white sphere and its sphere of influence with transparent yellow.
The light blue color indicates pixels of the opaque cube geometry which are affected by some light ie. the output of the light binning procedure. In a completed Forward+ renderer
only the pixels in light blue will execute the lighting calculation.