Conversion of the prior PBR workflow and lighting calculations from a pixel shader to a compute shader which greatly reduces lighting calculations using Takahiro Harada’s 2.5D light culling technique. Implemented using DirectCompute.
Senior Engine Programmer @ Ubisoft Leamington
Conversion of the prior PBR workflow and lighting calculations from a pixel shader to a compute shader which greatly reduces lighting calculations using Takahiro Harada’s 2.5D light culling technique. Implemented using DirectCompute.