This sample demonstrates Forward Clustered Shading, a recently proposed light culling method that allows the convenience of forward rendering, requires a single geometry pass, and efficiently handles high light counts. Special care has been taken to minimize CPU usage through low level optimizations and by leveraging ISPC. Various rendering techniques are available in the sample to compare and contrast performance (see /content/www/us/en/develop/articles/deferred-rendering-for-current-and-future-rendering-pipelines.html).
Contact: Marc Fauconneau Dufresne