Steve McAuley

Computer graphics in the real world

A Bizarre Way to do Real-Time Lighting

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At the inaugural Develop in Liverpool back in 2009, Ste Tovey and I presented our SPU lighting technique. Our initial implementation was of course on GPU, but inspired by Matt Swoboda’s work at SCEE R&D, presented at GDC earlier in the year, we realised that we could save a large amount of PS3 GPU time by moving the lighting to the SPUs. Blur was the perfect showcase and the end results speak for themselves.

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