Clustered Forward Rendering
From the blog "Josh's Dev Blog"
I decided I want the voxel GI system to render direct lighting on the graphics card, so in order to make that happen I need working lights and shadows in the new renderer. Tomorrow I am going to start my implementation of clustered forward rendering to replace the deferred renderer in the next game engine. This works by dividing the camera frustum up into sectors, as shown below.
A list of visible lights for each cell is sent to the GPU. If you think about it, this is really another v