Supplemental Material
- Practical Clustered Deferred and Forward Shading, Persson & Olsson 2013, http://advances.realtimerendering.com/s2013Google Scholar
- Clustered Deferred and Forward Shading, Olsson et.al. 2012Google Scholar
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- Papers / Slides / Demo implementation with source: http://www.cse.chalmers.se/~olaolssGoogle Scholar
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- {Olsson et. al. 11} Tiled Shading. http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=tiled_shadingGoogle Scholar
- {Olsson et. al. 12} Clustered Deferred and Forward Shading. http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shadingGoogle Scholar
- {Persson 10} Making it Large, Beautiful, Fast and Consistent: Lessons Learned Developing Just Cause 2. In GPU Pro. pp 571--596Google Scholar
- {Persson 12} Graphics Gems for Games - Findings from Avalanche Studios. http://www.humus.name/index.php?page=Articles&ID=5Google Scholar
- My own publications and demos, http://www.cse.chalmers.se/~olaolssGoogle Scholar
- Forward+ related info, Harada et al. http://scholar.google.com/citations?user=4R7xOcsAAAAJ&hl=enGoogle Scholar
- Karras et Aila, HPG 2013, Fast Parallel Construction of High-Quality Bounding Volume HierarchiesGoogle Scholar
- OpenGL extension registry, ARB_sparse_texture, ARB_bindless_texture, AMD_gcn_shaderGoogle Scholar
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- Carsten Dachsbacher and Marc Stamminger Splatting indirect illumination. In Proc I3D '06 page 93--100. ACM, 2006. Google ScholarDigital Library
- Lefohn, A. E., Sengupta. S., and Owens, J. D. 2007. Resolution-matched shadow maps ACM Trans. Graph. 26, 4 (Oct.). Google ScholarDigital Library
- G. King and W. Newhall. "Efficient omnidirectional shadow maps," in ShaderX3: Advanced Rendering with DirectX and OpenGLGoogle Scholar
- Valient. M., 2014. Taking killzone shadow fall image quality into the next generation. Game Developers Conference.Google Scholar
- Kämpe. V., Sintorn, E., and Assarsson, U. 2015. Fast, memory-efficient construction of voxelized shadows. In Proc I3D '15. Google ScholarDigital Library
- Sintorn, E., Kämpe, V., Olsson, O. and Assarsson, U 2014. Compact precomputed voxelized shadows. ACM Trans.Graph. 33, 4 (July), 150:1--150:8. Google ScholarDigital Library
- Tiled Deferred Blending, Ladlani, 2014Google Scholar
- The Revolution in Mobile Game Graphics, Martin and Bjørge 2014Google Scholar
- Challenges with High Quality Mobile Graphics, Martin et al. 2013Google Scholar
- An Evolution of Mobile Graphics, Shebanow 2013Google Scholar
- Performance Tuning for Tile-Based Architectures, Merry 2012Google Scholar
- Forward+: Bringing deferred lighting to the next level, Harada et al. 2012Google Scholar
- Light Indexed Deferred Lighting, Treblico 2007Google Scholar
- Our work on Tiled / Clustered Shading: Clustered Deferred and Forward Shading, Olsson et al. 2012; Tiled and Clustered Forward Shading, Olsson et al. 2012; Tiled Forward Shading, Billeter et al. 2013Google Scholar
Index Terms
- Real-time many-light management and shadows with clustered shading
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