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@460xlin 460xlin commented Oct 29, 2018

Demo Link(https://github.com/460xlin/Project5-WebGL-Clustered-Deferred-Forward-Plus)

Features

  • Cluster update
    • Devide the whole frustum into _xSclices * _ySlices * _zSlices clusters and assign lights into overlapping clusters
  • Foward+
    • Build a data structure (texture buffer) to keep track of how many lights are in each cluster with their indices
    • Render the scene using only the lights that overlap a given cluster
  • Clustered
    • Reuse clustering logic
    • Store vertex attributes in g-buffer
    • Read g-buffer and render scene to produce final output
  • Effect
    • Blinn-Phong shading
    • Cel shading
  • Optimization
    • Pack values into vec4, reduce number of g-buffers from 4 to 3, reconstructing world position using camera matrice and (gl.FragCoord.x, gl.FragCoord.y, depth)

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