Light Indexed Deferred Rendering
A different approach to deferred lighting in which the lights are rendered before the actual geometry is rendered. Here’s the abstract from the paper describing this technique:
“Current rasterization based renderers utilize one of two main techniques for lighting, forward rendering and deferred rendering. However, both of these techniques have disadvantages. Forward rendering does not scale well with complex lighting scenes and standard deferred rendering has high memory usage and trouble with transparency and MSAA. This paper aims to explore a middle ground between these two lighting techniques with the aim of keeping the key advantages of both. This is achieved with deferring lighting by storing a light index value where light volumes intersect the scene.”
The homepage of the research in this technique including paper and demo:
http://code.google.com/p/lightindexed-deferredrender/
A OpenGL.org discussion about this technique
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=232157&fpart=1
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I was thinking, rather than using this approach in screenspace, would it work for lightmaps?
For making lightmaps work with bumpmapping in a forward renderer we need to store the lightvector in a map, and also the light color etc…
Storing light indexes into a lightmap would make pseudo-dynamic lights and bumpmapping possible at potentially lower memory requirements?