This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred.
Both methods support high numbers of dynamic lights while maintaining performance. They utilize a Direct3D® 11 compute shader (DirectCompute 5.0) to divide the screen into tiles and quickly cull lights against those tiles.
In addition to standard point and spot lights, this sample supports shadow-casting lights (point and spot). Moreover, it extends tiled light culling to work with alpha-blended geometry. It can also spawn virtual point lights (VPLs) to approximate one-bounce global illumination, as seen in AMD’s Leo Demo.