Overview
Clustered Shading extends tiled light culling by slicing depth, producing smaller 3D regions with more accurate light lists.
Groups screen space and depth into clusters so lights are culled in three dimensions.
Compact metadata for implementation and discovery.
Clustered Shading extends tiled light culling by slicing depth, producing smaller 3D regions with more accurate light lists.
Quick facts
Runtime and memory behavior at a glance.
Best
O(clusters + lights)
Average
O(clusters * lights + shaded pixels)
Worst
O(clusters * lights + shaded pixels)
Space
O(cluster light lists)
cluster = tile_x + tile_y * tiles_x + depth_slice * tiles_x * tiles_yMaps a pixel tile and depth slice to a cluster light list.
Show a camera frustum cut into 3D clusters, each with its own light list.
Depth slicing improves culling for scenes with lights at different distances.
What each reference supports for this entry.
Eurographics/HPG paper introducing clustered shading for light assignment.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Clustered shading can keep forward-rendering material flexibility.
Clustered shading extends tiled ideas into 3D clusters.