I am trying to implement a tiled deferred shading pipeline . Where I am sticking is to find out what lights affect a given tile ?
I read a paper that said we have to generate AABBs of lights in screen space . So Let's say I have my AABB in World space .
Should I just transform 8 vertices of the box to screen space and recalculate the AABB in screen space ?
And another question how is it possible to transform a sphere bounding shape to screen space ?
Thanks in advance
Edited by BlackBrain, 18 May 2014 - 05:09 AM.