The Visual Computer

, Volume 34, Issue 6–8, pp 853–862 | Cite as

Hybrid Lighting for faster rendering of scenes with many lights

  • Jesse Archer
  • Geoff Leach
  • Pyarelal Knowles
  • Ron van Schyndel
Original Article


There is growing interest in rendering scenes with many lights, where scenes typically contain hundreds to thousands of lights. Each light illuminates geometry within a finite extent called a light volume. A key aspect of performance is determining which lights apply to what geometry, and then applying those lights efficiently. We present a GPU-based approach using spatial data structures, binning lights by depth analytically while also taking advantage of hardware rasterization. This improves light binning performance by 3–6\(\times \). We also present a GPU memory and cache friendly data structure that takes two passes to build, giving 4–10\(\times \) improved performance when applying lighting and an overall improvement of 1.3–4\(\times \) for total frametime.


Lighting Deferred Performance Real time 


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Copyright information

© Springer-Verlag GmbH Germany, part of Springer Nature 2018

Authors and Affiliations

  1. 1.RMIT UniversityMelbourneAustralia

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