Hello, As promised, today I send you my finished and polished ClusterShading example. It is based on:
Ola Olsson et.al http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf High Performance Graphics (2012), pp. 1-10 C. Dachsbacher, J. Munkberg, and J. Pantaleoni (Editors) This invention describes the clustering the view frustum and population of these clusters by lights contributing to the shading of the cluster's fragments. Light lists are generated for each cluster and evaluated in the fragment shader. Additionally I have used the SIGGRAPH 2015 course "Real-Time Many-Light Management and Shadows with Clustered Shading" https://newq.net/publications/more/s2015-many-lights-course I have implemented the example in a classic forward rendering setup and hope that it makes its way into OpenSG and that is useful for anyone. Additionally, the patch contains small enhancements to the MultiLightChunk and corrections to the examples basing on this chunk. @Carsten: The patch does also contain the MultiPropertyUBOChunk and MultiPropertySSBOChunk classes which I have forgotten to add to my recent patch ' ssbo_ubo_opensg.patch'. There, I did introduced common base classes for the various UBO and SSBO classes, and I adapted these two missing guys also. Best, Johannes
cluster_opensg.azip
Description: cluster_opensg.azip
------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot
_______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users