Tagged Questions

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 ...

learn more… | top users | synonyms

1
vote
2answers
289 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 ...
4
votes
0answers
1k views

OpenGL problem with FBO integer texture and color attachment [closed]

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
532 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 ...
1
vote
1answer
834 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
349 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
277 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
2answers
597 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
596 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
2k 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
944 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
778 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 ...
7
votes
1answer
1k 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
2answers
962 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
200 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 ...
9
votes
3answers
1k 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 ...
5
votes
3answers
1k 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 ...
11
votes
2answers
1k 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. ...
5
votes
2answers
733 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
2k 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 ...
2
votes
0answers
896 views

How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together? [closed]

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
679 views

XNA 4 Deferred Rendering deforms the model [closed]

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
623 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
575 views

Deferred lighting and projective texturing?

Is posible to use this technique with deferred lighting?
10
votes
2answers
1k 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 ...
31
votes
2answers
6k 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?