ForwardRendering
Forward rendering is a real-time shading technique in which lighting calculations are performed during the per-fragment shading pass as geometry is rasterized, rather than in a separate geometry-to-image pass. In a typical forward pipeline, for each visible fragment the shader evaluates material properties and lighting, accumulating contributions from lights such as directional, point, and spot lights. Shadows can be added via shadow maps or other shadowing methods, and transparency often requires additional blending passes.
Compared with deferred rendering, forward rendering computes lighting directly during fragment shading, avoiding a separate G-buffer
Variants and optimizations exist to improve scaling. Forward+ rendering uses screen-space tiling to cull lights per
Applications of forward rendering include many real-time graphics engines, especially in games and mobile platforms where