Binocular Clustered Shading - Efficient Rendering for a VR Games Engine

Опубликовано: 16 Июль 2026
на канале: Richard Assar
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Clustered shading applied to a single-pass-stereo deferred renderer.

Lights are culled against a viewspace bounding box grid that is generated from the (skewed / off-axis) projection matrices specific to each eye.

Culling and shading is performed in a single pass, no looping over eyes or duplicated vertex processing stages.

Now scenes can contain a large number of lights with a time complexity that decouples the geometric and light terms.

Debug colours signify the number of lights affecting each cluster (Red = 0, Green = 1, Yellow = 2, Blue = 3, Magenta = 4)