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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

pass.
This
makes
forward
rendering
simpler
to
implement
on
some
hardware,
and
it
handles
transparent
objects
and
multisample
anti-aliasing
(MSAA)
more
naturally.
However,
its
performance
typically
scales
with
the
number
of
lights
affecting
the
scene,
since
each
fragment
may
shade
against
many
lights.
This
can
limit
efficiency
in
scenes
with
large
numbers
of
dynamic
lights
or
complex
per-pixel
materials,
and
global
illumination
effects
are
harder
to
achieve
purely
within
a
forward
scheme.
tile,
enabling
per-fragment
shading
to
consider
only
lights
relevant
to
nearby
screen
regions,
which
helps
when
there
are
many
lights.
Hybrid
approaches
may
combine
forward
rendering
for
transparent
and
foreground
elements
with
other
techniques
for
opaque
geometry.
simplicity,
broad
hardware
compatibility,
and
strong
support
for
transparency
and
MSAA
are
valuable.
It
remains
a
foundational
method
alongside
deferred
rendering,
with
choices
guided
by
scene
characteristics
and
target
hardware.