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 ...
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?
10
votes
2answers
866 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
2answers
504 views
Deferred lighting and projective texturing?
Is posible to use this technique with deferred lighting?
2
votes
1answer
87 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
126 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 ...