Jump to content
  • Advertisement

lxjk

Member
  • Content count

    2
  • Joined

  • Last visited

Community Reputation

5 Neutral

About lxjk

  • Rank
    Newbie

Personal Information

  1. Hi guys, There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there. Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test. On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres). This method can be naturally extended to clustered light culling as well. The following image shows the general ideas Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included! Eric
  2. Hi guys, I'm writing my math library and implemented some matrix inverse function I would like to share. The SIMD version I got is more than twice as fast as non-SIMD version (which is what Unreal is using). It is also faster than some other math libraries like Eigen or DirectX Math. (result from my test, the first 3 columns are my methods) If you are interested in either theory or implementation, I put together my math derivation and source code in this post: https://lxjk.github.io/2017/09/03/Fast-4x4-Matrix-Inverse-with-SSE-SIMD-Explained.html I would appreciate any feedback
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!