Original Post
Hi! I would like ask opinion on idea, because i don't want to waste my time implementing something that is stupid right from the start.
Story is i don't want to do deferred because i love and need transparency, max amount of possible materials and anti-aliasing plus dont have time to implement sophisticated systems to get that kind of things to work well with deferred.
Im using DX 11 only.
So im thinking about this:
1. Render all scene depth only
2. Calculate view-space minZ-maxZ value for each tile (one tile could be about 16x16 pixels) in compute shader
3. In compute shader- calculate for each light what tiles it intersects and add light index to that tile
4. Render scene normally and light like this:
4.1 Determine what tile this pixel lies withing
4.2 For each light index in tile light list -> lookup it from the global light table and calculate lights
I know there is this: http://visual-comput...rred_rendering/ but it still uses G-Buffers.
Story is i don't want to do deferred because i love and need transparency, max amount of possible materials and anti-aliasing plus dont have time to implement sophisticated systems to get that kind of things to work well with deferred.
Im using DX 11 only.
So im thinking about this:
1. Render all scene depth only
2. Calculate view-space minZ-maxZ value for each tile (one tile could be about 16x16 pixels) in compute shader
3. In compute shader- calculate for each light what tiles it intersects and add light index to that tile
4. Render scene normally and light like this:
4.1 Determine what tile this pixel lies withing
4.2 For each light index in tile light list -> lookup it from the global light table and calculate lights
I know there is this: http://visual-comput...rred_rendering/ but it still uses G-Buffers.