From:
http://developer.amd.com/SAMPLES/DEMOS/pages/AMDRadeonHD7900SeriesGraphicsReal-TimeDemos.aspx
So is this an update on the technique I used in my light indexed deferred rendering demo - or is it something else entirely? The per-tile list of lights could be similar to Uncharted lighting (I noticed that a few other presentations at GDC used computer shaders and tiled lighting)
I wonder if they have found a new novel way of supporting different light types in such a scheme? (The main problem with light indexed deferred rendering)
I assume there will be a Siggraph/GDC presentation on this - but any speculation is welcome.
http://developer.amd.com/SAMPLES/DEMOS/pages/AMDRadeonHD7900SeriesGraphicsReal-TimeDemos.aspx
"Specifically, this demo uses DirectCompute to cull and manage lights in a scene. The end result is a per-pixel or per-tile list of lights that forward-render based shaders use for lighting each pixel. This technique also allows for adding one bounce global illumination effects by spawning virtual point light sources where light strikes a surface. Finally, the lighting in this demo is physically based in that it is fully HDR and the material and reflection models take advantage of the ALU power of the AMD Radeon HD 7900 GPU to calculate physically accurate light and surface interactions (multiple BRDF equations, realistic use of index of refraction, absorption based on wavelength for metals, etc)."
So is this an update on the technique I used in my light indexed deferred rendering demo - or is it something else entirely? The per-tile list of lights could be similar to Uncharted lighting (I noticed that a few other presentations at GDC used computer shaders and tiled lighting)
I wonder if they have found a new novel way of supporting different light types in such a scheme? (The main problem with light indexed deferred rendering)
I assume there will be a Siggraph/GDC presentation on this - but any speculation is welcome.