I was checking out new papers submitted for Eurographics 2012 and I saw this paper entitled Forward+: Bringing Deferred Lighting to the Next Level
A preview of the paper is available here https://sites.google.com/site/takahiroharada/ and here is an exerpt:
The biggest deal to me is the fact that it allows hardware antialiasing with an approach similar to deferred rendering.
A preview of the paper is available here https://sites.google.com/site/takahiroharada/ and here is an exerpt:
This paper presents Forward+, a method of rendering many lights by culling and storing only lights that contribute
to the pixel. Forward+ is an extension to traditional forward rendering. Light culling, implemented using the
compute capability of the GPU, is added to the pipeline to create lists of lights; that list is passed to the final
rendering shader, which can access all information about the lights. Although Forward+ increases workload
to the final shader, it theoretically requires less memory traffic compared to compute-based deferred lighting.
Furthermore, it removes the major drawback of deferred techniques, which is a restriction of materials and lighting
models. Experiments are performed to compare the performance of Forward+ and deferred lighting.
The biggest deal to me is the fact that it allows hardware antialiasing with an approach similar to deferred rendering.