Original title:
Optimalizace osvětlování
Translated title:
Shading Optimization
Authors:
Miko, Jakub ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor) Document type: Bachelor's theses
Year:
2026
Language:
slo Publisher:
Vysoké učení technické v Brně. Fakulta informačních technologií Abstract:
[slo][eng]
Táto práca sa zaoberá optimalizáciou spracovania osvetľovania pomocou prieskumu metód forward, deferred, tiled a clustered shading a implementáciou clustered shadingu v rámci vlastného herného enginu. Cieľom je návrh vykresľovacieho reťazca podporujúceho forward aj deferred varianty pre efektívne spracovanie veľkého množstva dynamických svetelných zdrojov v reálnom čase. Vykresľovací reťazec zahŕňa fázy extrakcie viditeľných objektov, generovania shadow máp, tvorby hĺbkového bufferu, generovania klastrov a priraďovania svetiel ku klastrom pomocou GPU compute shaderov. Implementácia je postavená nad abstrakciou grafického API založenou na Vulkane a využíva PBR model založený na Cook-Torrance BRDF so zameraním na efektívne vyraďovanie svetiel. Systém podporuje forward aj deferred shading a umožňuje testovanie výkonu rôznych prístupov k osvetleniu.
This thesis focuses on optimizing lighting (shading) by exploring forward, deferred, tiled, and clustered shading, and implements clustered shading within a custom game engine. The goal is to design a rendering pipeline supporting both forward and deferred variants for efficient handling of a large number of dynamic light sources in real time. The rendering pipeline consists of stages including visible object extraction, shadow map generation, depth buffer creation, cluster generation, and light assignment to clusters using GPU compute shaders. The implementation is built on a graphics API abstraction based on Vulkan and uses a PBR model based on the Cook–Torrance BRDF, with emphasis on efficient GPU light culling. The system supports both forward and deferred shading and enables performance evaluation of different lighting approaches.
Keywords:
clustered shading; compute shader; deferred shading; depth discontinuities; forward shading; G-buffer; GPU culling; GPU profiling; light culling; PBR; rendering pipeline; tiled shading; Vulkan
Institution: Brno University of Technology
(web)
Document availability information: Fulltext is available in the Brno University of Technology Digital Library. Original record: http://hdl.handle.net/11012/259258