Open shrekshao opened 8 years ago
FYI, a performance comparison. Very coarse, not strictly controlling variables (e.g. deferred had a different setup for passing light info and quite a lot optimization, scene and camera are not exactly the same) .
shader | FPS |
---|---|
forward | 13 |
forward plus | 23 |
forward plus with depth culling | 17 |
deferred | 5 |
deferred with scissor | 33 |
deferred with sphere proxy | 45 |
INSTRUCTION.md ready for review. Delete implementation for assignment ready.
@pjcozzi @likangning93
glsl/lightCulling.frag.glsl
glsl/lightAccumulation.frag.glsl
glsl/tileLightDebug.frag.glsl
glsl/forward.frag.glsl
(this is naive forward pipeline, can be used as a warmup for glsl)I think it's totally reasonable to discard this one if shipping the content in lecture is difficult. And also time is quite limited now. I can save it for myself and next year.