![]() For example, some graphics engines will perform per-pixel lighting with the closest two or three lights and per-vertex lighting on three or four of the next closes lights. It is more common to simply limit the number of lights that can affect a scene object. Object culling and light volume culling provide limited optimizations for this technique and light culling is often not practiced when using a forward rendering pipeline. If the range of the lights is known, then we can perform frustum culling on the light volumes before rendering the scene geometry. We can further optimize this technique by discarding lights that are not within the view frustum of the camera. Of course, we can optimize this by discarding geometric objects that are occluded or do not appear in the view frustum of the camera. ![]() This means that every geometric object has to consider every light in the scene. During shading, a list of lights in the scene is iterated to determine how the geometric object should be lit.
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