A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
21. Lighting
//Pseudocode
ComputeLighting( inputs, outputs ) {
Read & Pack base textures
for each decal in cell {
early out fragment check
Read textures
Blend results
}
for each light in cell {
early out fragment check
Compute BRDF / Apply Shadows
Accumulate lighting
}
}