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TiledLighting11 v1.3

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@jstewart-amd jstewart-amd released this 12 Jan 20:18
· 10 commits to master since this release

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This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred. Both methods support high numbers of dynamic lights while maintaining performance. They utilize a Direct3D 11 compute shader (DirectCompute 5.0) to divide the screen into tiles and quickly cull lights against those tiles.

In addition to standard point and spot lights, this sample supports shadow-casting lights (point and spot). Moreover, it extends tiled light culling to work with alpha-blended geometry. It can also spawn virtual point lights (VPLs) to approximate one-bounce global illumination, as seen in AMD's Leo Demo.

Release Notes

Initial release on GitHub.

Prerequisites

  • AMD Radeon™ GCN-based GPU (HD 7000 series or newer)
  • 64-bit Windows 7 (SP1 with the Platform Update), Windows 8.1, or Windows 10
  • Microsoft Visual C++ 2012 Redistributable to run the binary (TiledLighting11_v1.3_binary.zip)
    • See tiledlighting11\redist for installer, if needed
  • Visual Studio 2012, Visual Studio 2013, or Visual Studio 2015 to build from source
    • Visual Studio is not needed if you just want to run the binary (TiledLighting11_v1.3_binary.zip)