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LINSHEN XIAO
WebGL Clustered Deferred and Forward+ Shading
In this project, I implemented 2 different rendering methods, including Clustered Forward+ and Clustered Deferred. For Clustered Forward+, I build a data structure to keep track of how many lights are in each cluster and what their indices are render the scene using only the lights that overlap a given cluster. For Clustered Deferred, I reuse clustering logic from Clustered Forward+ Store vertex attributes in g-buffer, read g-buffer in a shader to produce final output. Also, Blinn-Phong shading & Toon shading effects and simple optimization by reduce the number of g-buffers are implemented.
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To see more, please check https://github.com/githublsx/Project5-WebGL-Clustered-Deferred-Forward-Plus.
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