San Miguel

GDCE 2016 – The filtered and Culled Visibility Buffer

Here is the executive summary: we built a rendering system that

  • Cluster culls and filters triangles for different views like main view, shadow view, reflection view, GI view etc. at the same time
  • The optimized triangles are used to fill a screen-space Visibility Buffer or more Visibility Buffers for more views
  • We then render lights, shadows, bounce lights with the optimized geometry based on visibility
  • We can differ between visibility of geometry and shading frequency
  • We can light per triangle or in so called object space

Please download the slide deck from this link.


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