✅ Support Game Engine Series / gameengineseries
In the last video we cleaned up the C++ code for lighting as well as fixed a few bugs. So, now we're ready to optimize the light-culling shader, which is going to be the topic for the rest of this episode.
🟥(Red Episode)
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00:00 - intro
00:46 - using simple lights
02:40 - better way of calculating view-space depth
06:34 - GPU thread waves and branching
08:00 - explain constructing the bounding sphere for spotlight cones
09:30 - use bounding spheres for spotlight intersection testing
19:23 - measure performance gain
keywords: graphics, renderer, lighting, light culling, directx, direct3d, hlsl
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries