Skip to content

CIS565-Fall-2017/Project5-WebGL-Clustered-Deferred-Forward-Plus

This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.

Folders and files

NameName
Last commit message
Last commit date
Oct 26, 2017
Oct 19, 2017
Oct 19, 2017
Oct 26, 2017
Oct 19, 2017
Oct 19, 2017
Oct 26, 2017
Oct 19, 2017
Oct 19, 2017
Oct 19, 2017

Repository files navigation

WebGL Clustered Deferred and Forward+ Shading

University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 5

  • Yuxin Hu
  • Tested on: Windows 10, i7-6700HQ @ 2.60GHz 8GB, GTX 960M 4096MB (Personal Laptop)

Live Online

Demo Video/GIF

[ ]

Yuxin Hu

Performance Analysis

Performance Comparason between Clustered Forward+ and Clustered Deferred shading

Performance Comparason between Clustered Forward+ and Clustered Deferred shading

Performance Comparason between Clustered Forward+ and Clustered Deferred shading

Performance Comparason between Clustered Forward+ and Clustered Deferred shading

Performance Comparason between Clustered Forward+ and Clustered Deferred shading

Clustered Deferred shading is more than 2 times faster than Clustered Forward+ when the rendering is taken place inside castle. However, when the rendering is taken palce outside of the whole castle, the performance of Clustered Forward+ starts to get better than clustered deferred. Both shading methods use the same clustered lights calculations, so the performance difference arises from the calculation of which cluster does the fragment belong to. In clustered forward+, we loop over all vertex of geometries, calculate their clusteres, and find lights in those clusteres, no matter they will be rendered out in the final image or not. A lots of geometry vertice are out of screen space, or are being occluded, when the camera is inside the castle, which result in many calculations wasted. While clustered deferred shading has avoided this problem by filtering out the vertices that are occluded or out of screen in the first pass.

Performance Comparason between Clustered Forward+ and Clustered Deferred shading

Performance Comparason between Clustered Forward+ and Clustered Deferred shading

As light number increases, the performance clustered deferred shading becomes much better than forward plus. While forward plus takes more time to do light calculation of geometry vertices that do not contribute to final rendering result, clustered deferred shading avoids the problem by first pass.

Credits

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published