I've read some material about deferred rendering, and I think I get the gist of it. But what I don't understand is how it accomplishes shadows. The G-buffer, as far as I'm aware, does not involve ...
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) ...
I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in ...
We have a deformable terrain surface. Initially ambient occlusion was baked, but since the terrain can deform in real time, this approach isn't practical anymore. Therefore we used vertex paint to ...
Is it possible to cel-shade existing games through API interception? I would assume yes. If done properly, could cel-shading be used as a rendering optimization technique? This means, rather than ...
I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I ...
I'm sorry for the confusing title but it is hard to explain in one sentence. This is what I have What I want to do is use that black overlay to convert everything in the black area to grayscale. ...
I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred ...