Clustered Light Shading for Stereoscopic Rendering
To render scenes with many light sources in real-time, we need to reduce the number of shading operations per pixel. Clustered light shading divides the frustum into clusters and assigns lights to them. Each fragment looks up its cluster and iterates only over the lights that are likely to have an impact. We demonstrate that with some adjustments, the clusters can be re-used to render the scene from both eyes.