Christina_Coffin_Programming_SPU_Based_Deferred - Dice
Christina_Coffin_Programming_SPU_Based_Deferred - Dice
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.