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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1answer
801 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 ...
3
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0answers
104 views

Variance shadow maps don't want to render properly

I've implemented VSM (and also ESM) in my engine but results are for me not as I expected and saw in many examples published on network. I set filtering of shadow maps to GL_LINEAR but when I compare ...
3
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0answers
263 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 ...
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0answers
415 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 ...
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0answers
10 views

Smooth seams and banding of overlapping lights in deferred rendering

I have finally managed to get on screen multiple lights with a deferred renderer, but the result is somehow disappointing. In particular I have severe banding problem Other than having clear ...
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0answers
195 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 ...
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0answers
279 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 ...
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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 ...
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25 views

How to upload lights when doing one pass per light

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader. Now that I am willing to move to deferred, and so one pass per light, ...
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20 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 ...