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LONG FRUSTUM � Screen space culling is not always sufficient – Create a frustum from max and min depth values – Edge of objects – Captures a lot of unnecessary lights 8 | A 2.5D culling for Forward+ | Takahiro Harada
LONG FRUSTUM � Screen space culling is not always sufficient – Create a frustum from max and min depth values – Edge of objects – Captures a lot of unnecessary lights 9 | A 2.5D culling for Forward+ | Takahiro Harada ��0 lights ��25 lights � 50 lights
- Page 1 and 2: A 2.5D CULLING FOR FORWARD+ AMD Tak
- Page 3 and 4: 3 | A 2.5D culling for Forward+ | T
- Page 5 and 6: FORWARD RENDERING PIPELINE � Dept
- Page 7: CREATING A FRUSTUM FOR A TILE � A
- Page 11 and 12: QUESTION � Want to reduce false p
- Page 13 and 14: 2.5D CULLING � Additional memory
- Page 15 and 16: FRUSTUM CONSTRUCTION � Calculate
- Page 17 and 18: LIGHT CULLING � If a light overla
- Page 19 and 20: CODE Original With 2.5D culling 19
- Page 21 and 22: LIGHT CULLING 21 | A 2.5D culling f
- Page 23 and 24: COMPARISON Number'of'*les' 10000" 1
- Page 25 and 26: LIGHT CULLING + 2.5D CULLING 25 | A
- Page 27 and 28: PERFORMANCE !me$(ms)$ 6" 5" 4" 3" 2
LONG FRUSTUM<br />
� Screen space culling is not always sufficient<br />
– Create a frustum from max and min depth values<br />
– Edge of objects<br />
– Captures a lot of unnecessary lights<br />
9 | A 2.5D culling for Forward+ | Takahiro Harada<br />
��0 lights<br />
��25 lights<br />
� 50 lights