
2
II
Fine Pruned Tiled Light Lists
Morten S. Mikkelsen
2.1 Overview
In this chapter we present a new tiled lighting variant with a primary focus on op-
timization for the AMD Graphics Core Next (GCN) architecture. Our approach
was used for the game Rise of the Tomb Raider. In particular, we leverage asyn-
chronous compute by interleaving light list generation with rendering of shadow
maps. Light list generation is done per tile in two steps within the same com-
pute kernel. An initial coarse pass that generates a light list in local storage
using simple screen-space AABB bounding volume intersection testing regardless
of light type. The second step is