I implemented deferred rendering in my little engine using framebuffers but there is no dynamic lighting for now. The g-buffer contains positions and normals in view space and albedo. To implement ...
Most games come up with their lighting implementation and their shadow implementation. Due to deferred shading, we are able to simulate lights independent from the scene geometry. But realistic ...
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. ...