LIGHTING
https://github.com/kevinortegren/ClusteredShadingConservative
"Moving Frostbite to PBR" SIGGRAPH 2014 http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf "Real Shading in Unreal Engine 4" SIGGRAPH 2013 p12 : http://blog.selfshadow.com/publications/s2013-shadin…
http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106
"Clustered Deferred and Forward Shading" Ola Olsson (2012) http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shading "Part I: Introduction to Clustered Shading" SIGGRAPH 2013 http://advances.realtimerende…
"Tiled Rendering Showdown: Forward ++ vs Deferred Rendering" (Jason Stewart and Gareth Thomas) GDC2013 http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/04/TiledRenderingShowdown_ForwardPlusPlusVsDeferredRendering.ppsx "Forward+ …
"Deferred Lighting and Post Processing on PlayStation3" Matt Swoboda http://www.slideserve.com/mead/deferred-lighting-and-post-processing-on-playstation-3 "Screen-Space Classification for Efficient Deferred Shading" Balor King, Matthew Rit…