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 ...

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3
votes
1answer
361 views

What is deferred lighting?

There is plenty of information on what deferred rendering is but there is a lack when it comes to deferred lighting and the information that there is there is not clear. My question is simple, what ...
0
votes
1answer
44 views

Deferred Lighting - How to map to the generated texture?

I'm trying to implement deferred lighting and I have done the first and second pass but I'm stuck on the third as I don't know how to map from the current pixel being drawn to the generated texture ...
1
vote
1answer
365 views

Deferred Rendering With Diffuse,Specular, and Normal maps

I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I ...
-1
votes
1answer
68 views

Is SDL2 alone capable of dynamic (or deferred) lighting? [closed]

I'm talking about JUST SDL2, not OpenGL or DirectX. Would drawing deferred lighting bulk the CPU up and how would it be done?
3
votes
1answer
101 views

MSAA deferred implementation issue

I recently implemented MSAA in my deferred renderer, it looks good but I just got a feeling I might have done it wrong. Here is what for example the directional light fragment shader looks like: ...
0
votes
2answers
71 views

Trouble getting shadow maps working

I am trying to implement shadow maps in my game following this tutorial. For some reason, the light is not being occluded. In the above screenshot, the big white sprite in the foreground is a ...
3
votes
2answers
727 views

Unity - Part of the sprite is covered in shadow

I have a sprite with Transparent/Cutout/Diffuse shader. Recieving shadows is turned on in SpriteRenderer. The light is a pointlight and I am using deffered rendering path. However when I am above or ...
0
votes
1answer
61 views

Light direction not being calculated correctly

I'm trying to implement deferred lighting in my game, and have run into an issue with normals. The image above shows the lighting being applied to a tile map. The yellow shade represents the ...
1
vote
1answer
155 views

Best Way to Render Multiple Lights with Deferred Rendering and GLSL

So I've implemented deferred rendering in GLSL and OpenGL for my game engine. I want to blend together multiple lights, but the performance is a bit sub-par. How I'm doing it now is the following: ...
7
votes
1answer
211 views

Optimize state changes within a render queue

I am refactoring some parts of the game engine I am working on. This engine is made in C# with XNA. The part I have trouble with is shader/material and the render queue. In the new version I will ...
0
votes
1answer
262 views

OpenGL Reconstructing Position from Depth

I know this has been asked a lot of time before but none of those answers fixed my problem. I try to implement deferred shading and to do so I need to reconstruct the world space position from the ...
0
votes
0answers
14 views

Writing 2 instanced models into a 2x wide RenderTarget as a form of MRT: disadvantages?

Our graphics engine uses forward pipeline. The final data is being written into a R8G8B8A8 target (no HDR) and prost-processed afterwards. Alpha channel contains the power of bloom for the current ...
0
votes
1answer
391 views

Screen space decals, converting world to decal space

I'm trying to do screen space deferred decals following the presentation made by Pope Kim about SSDs in WH40K: Space Marine (link). I've gotten to the point where I can render a decal if the bounding ...
2
votes
0answers
201 views

Blank texture in Frame Buffer Object in Deferred Rendering

I'm running the tutorial 35 from olgdev.atspace.co.uk, and it's so strange that the result is a blank screen. This tutorial is performing the first step of Deferred Shading, which means decoupling of ...
0
votes
1answer
123 views

What are the possible techniques to optimize the lighting pass in a deferred shading renderer? [closed]

I am toying around with "modern" OpenGL (this is my first attempt, I am new to this) and I have been developping my own deferred shading renderer as an exercise. I am using an FBO with the following ...
4
votes
2answers
545 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 ...
1
vote
1answer
105 views

Severe color banding while applying SSAO

I'm trying to implement SSAO together with deferred shading. The deferred shading works just fine, and so does calculating the AO as seen in the first image below. However, taking AO into ...
2
votes
0answers
811 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 ...
12
votes
2answers
1k views

What are the common rendering optimization techniques for the geometry pass in a deferred shading renderer? [closed]

I have been developing a game engine using OpenGL 3 and C++ (and glfw for window management). I have advanced so far, got most of the things done except sound entities and optimizations. The engine ...
2
votes
1answer
424 views

Shadow mapping with deffered shading for directional lights - shadow map projection problem

I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve ...
8
votes
2answers
815 views

Deferred tiled shading, tile frusta calculation in OpenGL

I'm trying to do deferred tiled shading in OpenGL using the compute shader but I have hit a snag when trying to create the frustum for each tile. I'm using AMD's Forward+ demo (written in D3D) as a ...
7
votes
2answers
352 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
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 ...
3
votes
1answer
909 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 ...
1
vote
1answer
146 views

Separate shader programs or branch in shader? [duplicate]

I have a bunch of point lights and directional lights. Instead of checking the light type in the fragment shader and then branch for either point light calculation or directional light calculation, is ...
0
votes
1answer
140 views

Material properties and deferred renderering

I'm using assimp to import 3d models, and each model defines a set of material properties as well, such as material diffuseColor, ambientColor, specularColor and emissiveColor. Where would I store ...
0
votes
0answers
28 views

Skip the first RenderTarget when writing to MRT with Opaque blending

I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single ...
1
vote
2answers
407 views

OpenGL position from depth is wrong

My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil ...
4
votes
1answer
168 views

Multiple render targets: Output target format performance questions

This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL. The question is restricted to PC hardware. I have a couple of questions concerning ...
2
votes
1answer
129 views

Can Entities Have Their Own Shader In Deferred Rendering?

Since you need to use the general g-buffer shader to fill g-buffer, how can entities have their own shaders, like giving a box normal mapping feature ? As I remember, you can't use two shaders at the ...
1
vote
1answer
152 views

D3D11 Deferred Context CommandList Reset

a rather quick question, I am starting on implementing rendering with deferred context into my game engine, and came across a heavy memory leak when recording command lists on my deferred contexts. ...
2
votes
1answer
366 views

Skybox with deferred shading

I've looked at this technique, but it strongly sounds like he has to do some ugly hacks involving branching in his lighting shaders just to correctly draw a skybox. This seem awfully wasteful. How ...
4
votes
2answers
127 views

When to apply AA as post?

I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
0
votes
2answers
932 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 ...
3
votes
0answers
163 views

SSAO Distortion [closed]

I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, ...
4
votes
3answers
299 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) ...
8
votes
1answer
2k views

Game Engine Design – Ubershader - Shader management design

I want to implement a flexible Ubershader system (with deferred shading). My current idea is to create shaders out of modules, which deal with certain features (FlatTexture, BumpTexture, Displacement ...
1
vote
1answer
236 views

Workaround for reading and writing same texture?

To apply post effects, it is often needed to read the preliminary image, perform computations on its pixels and store the result in the same texture again. For example, think of a tone mapping or ...
9
votes
1answer
372 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
1answer
286 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
1k 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
1answer
180 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 ...
2
votes
1answer
211 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 ...
4
votes
1answer
686 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
249 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 ...
3
votes
0answers
357 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 ...
1
vote
1answer
281 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 ...
2
votes
1answer
338 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
142 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
190 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 ...