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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12
votes
2answers
873 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 ...
30
votes
2answers
4k 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?
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
259 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 ...
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. ...
4
votes
3answers
241 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) ...
4
votes
2answers
557 views

Deferred lighting and projective texturing?

Is posible to use this technique with deferred lighting?
2
votes
1answer
770 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
170 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 ...