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Christina_Coffin_Programming_SPU_Based_Deferred - Dice

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Agenda<br />

Introduction<br />

<strong>SPU</strong> lighting overview<br />

<strong>SPU</strong> lighting practicalities & algorithms<br />

Code optimizations & development practices<br />

Best practices<br />

Conclusions<br />

Q&A<br />

Tuesday, March 8, 2011<br />

Before getting into the lowlevel bits of <strong>SPU</strong> based deferred shading in the frostbite 2 engine, I want to briefly cover the motivations<br />

behind this.

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