Summary
In this chapter, we have implemented a light clustering solution. We started by explaining forward and Deferred Rendering techniques and their main advantages and shortcomings. Next, we described two approaches to group lights to reduce the computation needed to shade a single fragment.
We then outlined our G-buffer implementation by listing the render targets that we use. We detailed our use of the VK_KHR_dynamic_rendering
extension, which allows us to simplify the render pass and framebuffer use. We also highlighted the relevant code in the G-buffer shader to write to multiple render targets, and we provided the implementation for our normal encoding and decoding. In closing, we suggested some optimizations to further reduce the memory used by our G-buffer implementation.
In the last section, we described the algorithm we selected to implement light clustering. We started by sorting the lights by their depth value into depth bins. We then proceeded to store the lights...