
1
III
Real-Time Lighting via
Light Linked List
Abdul Bezrati
1.1 Introduction
Deferred lighting has been a popular technique to handle dynamic lighting in
video games, but due to the fact that it relies on the depth buffer, it doesn’t
work well with translucent geometry and particle effects, which typically don’t
write depth values. This can be seen in Figure 1.1, where the center smoke effect
and the translucent water bottles are not affected by the colorful lights in the
scene.
Common approaches in deferred engines have been to either leave translucent
objects unlit or apply a forward lighting pass specifically for those elements. The
forward lighting pass