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Computing / Optics / Deferred shading / Shadow mapping / Shadow volume / Rendering / Rasterisation / Vertex / Microsoft Direct3D / 3D computer graphics / Shading / Imaging


Light Indexed Deferred Lighting By Damian Trebilco DecemberRevised January 2008)
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Document Date: 2013-07-12 06:12:45


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File Size: 297,67 KB

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Nvidia / GPU / /

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GPU pipeline / /

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high vertex processing cost / target hardware / console hardware / /

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Alpha channel / Green channel / Blue channel / Red channel / /

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L3 / /

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Max Blend / Forward Rendering / Damian Trebilco / /

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Alpha / /

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