The name for a class of rendering technique where geometry and material properties are explicitly separated from the lighting computations. This is done by rendering the material properties of various objects into several buffers, and then using passes over those "g-buffers" to do lighting ...
4
votes
1answer
60 views
How to skip the sky in lighting shaders?
I recently implemented a sky in my deferred rendered game. It is a procedurally calculated sphere with a texture applied to it. Unfortunately all lighting shaders (light sources, ambient occlusion) ...
0
votes
0answers
25 views
XNA 4.0 DepthStencil Buffer problem [closed]
I am trying to manage deferred rendering in my project. Esspecialy the skybox and clouds which has to be rendered behind everything and for sure the skybox+clouds will not be passed by deffered ...
2
votes
1answer
163 views
Unity3D custom camera matrix breaking shadows/lights in deferred rendering
EDIT 1:
So it seems this is a common issue with Unity, and it comes from a bug in which custom camera matrices break deferred lighting and shadows. This topic right here talks about it a bit, but the ...
2
votes
1answer
82 views
Unity3D How too write to the back buffer AFTER the final pass of deferred rendering
I've been using this script and shader from the wiki, and they work wonders; my only problem is using them in deferred rendering.
Now, the way this shader works is by writing to the depth buffer to ...
1
vote
0answers
65 views
Reconstructing Position from Linear Depth
In gBuffer (RGBA32F) I store a linear depth (camera space z position). Next I draw a full screen quad (two triangles) and I want
to reconstruct the position.
Vertex shader:
#version 420
...
2
votes
1answer
85 views
gbuffer - how to store an integer data
In a gbuffer I store a diffuse color in following texture:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
I want to store an integer data which ...
1
vote
1answer
119 views
How to provide a fully programmable pipeline for rendering?
I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term ...
4
votes
1answer
184 views
deferred rendering and point light radius
I use a common attenuation equation for point lights:
attenuation = 1 / kc + kl * d + kq * d^2.
I use deferred rendering so I need to know a light radius. An example light has following intensity: ...
2
votes
1answer
139 views
How to transform a shadow map to camera view?
I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
8
votes
1answer
142 views
Deferred decals normal problem
I've been working on a deferred decal system. So far I have finished the projection part, meaning I can click something in the scene and it will properly project a decal onto the surface of the ...
2
votes
0answers
140 views
deferred rendering and gaussian blur - artifacts
I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this:
Horizontal blur - fragment shader:
#version 420
layout (location = 0) out vec4 outColor;
in vec2 ...
0
votes
1answer
134 views
Using two FBOs results in the second FBO having nothing drawn to [closed]
I'm writing a deferred renderer, and I use two FBOs: the first one for G-buffer (color, normal, depth) and the second one for lighting (light output), so the first one has three textures bound and the ...
1
vote
1answer
132 views
mixing forward and deferred rendering
Simplified version of my deferred rendering looks like this:
bind fbo1
clear color and depth buffers
gbuffer stage (gbuffer contains only these pixels which pass a depth test)
unbind fbo1
bind fbo2
...
0
votes
1answer
105 views
deferred rendering and a few shading functions
How to use a few shading functions together with deferred rendering (for example some objects are shaded based on a lighting equation,
other get a fixed color) ? I draw a full screen quad when ...
1
vote
0answers
97 views
Deferred Rendering: Orthographic directional light that has position
Basically I need to code a light for deferred rendering that is a cross between a spotlight and a directional (positionless) light. It's to be used for sunlight, but because my terrain has overhangs ...
3
votes
1answer
192 views
how to organize rendering
I use a deferred rendering. During g-buffer stage my rendering loop for a sponza model (obj format) looks like this:
int i = 0;
int sum = 0;
map<string, mtlItem *>::const_iterator itrEnd = ...
1
vote
2answers
202 views
Deferred rendering order?
There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm ...
2
votes
0answers
324 views
OpenGL problem with FBO integer texture and color attachment
In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, ...
0
votes
1answer
206 views
Ray Tracing Shadows in deferred rendering
Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement ...
0
votes
1answer
266 views
Speed up lighting in deferred shading
I implemented a simple deferred shading renderer.
I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8).
I use sphere map algorithm to store normals in world space.
...
3
votes
1answer
247 views
XNA Deferred Shading, Replace BasicEffect
I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to:
Not load ...
1
vote
0answers
171 views
DX9 Deferred Rendering, GBuffer displays as clear color only
I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a ...
4
votes
1answer
141 views
Deferred contexts and inheriting state from the immediate context
I took my first stab at using deferred contexts in DirectX 11 today. Basically, I created my deferred context using CreateDeferredContext() and then drew a simple triangle strip with it.
Early on in ...
6
votes
1answer
306 views
How do I reconstruct depth in deferred rendering using an orthographic projection?
I've been trying to get my world space position of my pixel but I'm missing something.
I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code.
float3 lightPos = ...
3
votes
1answer
731 views
Deferred Rendering and Normal Mapping
I'm working on a deferred renderer and need a bit of help getting normal maps working.
What I've been doing with them so far is just multiplying the normal texture with the object normals ...
3
votes
1answer
629 views
Deferred rendering with VSM - Scaling light depth loses moments
I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights.
// Shadow term (1 = no shadow)
float shadow = 1;
// [Light ...
3
votes
1answer
271 views
How are lights rendered as geometry in deferred shading?
So my problem is that: At the last stage of implementing this I had problem with this sentence, " the lights in the scene are rendered as geometry". What does this mean?
Why do I store depth info for ...
6
votes
1answer
944 views
Not getting desired results with SSAO implementation
After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below.
...
0
votes
1answer
567 views
Could someone explain why my world reconstructed from depth position is incorrect?
I am attempting to reconstruct the world position in the fragment shader from a depth texture. I pass in the 8 frustum points in world space and interpolate them across fragments and then interpolate ...
1
vote
0answers
177 views
Batching Homogeneous Render Objects in XNA, 2D Component-Entity Engine?
I've been working on my component-entity engine for about 3 months now, and have managed to get nearly every constituent system working with little effort or compromise. My system has the following ...
7
votes
3answers
801 views
Deferred shading - how to combine multiple lights?
I'm starting out with GLSL and I've implemented simple deferred shading that outputs G-buffer with positions, normals and albedo.
I've also written a simple point light shader.
Now I draw a sphere ...
2
votes
2answers
581 views
Multiple render targets and gamma correctness in Direct3D9
Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once.
Now if you want to have a ...
10
votes
2answers
865 views
Projective texture and deferred lighting
In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. ...
3
votes
2answers
518 views
How to deal with large depth buffer values due to extreme distances
Alright, this is semi-related to my last question here
So I've got an really big coordinate system and need to handle rendering large astral bodies from extreme distances. My current approach ...
3
votes
1answer
1k views
Why can't I write to my render targets?
Alright, been working on setting up my first deferred rendering attempt using a light prepass technique in Direct3D 11.
Anywho, I've been having problems understanding and using render targets. Never ...
1
vote
0answers
369 views
How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?
I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
2
votes
0answers
578 views
XNA 4 Deferred Rendering deforms the model
I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves:
what it looks ...
1
vote
2answers
496 views
Trying to implement Render to Texture
I'm having trouble implementing render to texture with OpenGL 3.
My issue is that after rendering to the frame buffer, it appears the rendered object becomes deformed, which may imply a bad ...
4
votes
2answers
504 views
Deferred lighting and projective texturing?
Is posible to use this technique with deferred lighting?
8
votes
2answers
947 views
Dual paraboloid point light shadows in deferred lighting setup
I've been playing around with this tutorial/sample code that demonstrates a simple implementation of light-pre-pass, which is a type of deferred lighting setup.
I'm in the process of implementing ...
11
votes
2answers
1k views
Is Deferred Rendering The Future?
Is deferred rendering the future of real-time 3d rendering on pc hardware (at least until raytracing becomes feasible)? I'm aware of the benefits (lots of lights, less state changes) and also trouble ...
27
votes
2answers
2k views
What is deferred rendering?
I've heard about deferred rendering and how using it can allow for "lots" of lights in a scene without a huge performance hit, but what is it and (from a high level) how is it implemented?
