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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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45 views

OpenGL Deferred Shading Pixelation

I'm working on a 3-pass deferred lighting system for a voxel game, however I am having problems with pixelated lighting and ambient occlusion. The first stage renders the color, position and normal ...
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1answer
41 views

Implementing a Deferred Renderer (Basic Understanding)

I am trying to implement a Deferred Renderer in Direct3D11. I am fairly new to this. I already bought a book: Practical Rendering & Computation with Direct3D 11. However, this book doesnt answer ...
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15 views

Switching to deferred mode I got weird black line

If I switch to deferred mode, black line appears on horizon. Why is this happening ?
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2answers
93 views

Correctly transforming normals for G-Buffer in Deferred Rendering

I have a deferred rendering system: first there is the G buffer generation, then there is the lighting or shading calculation on that gbuffer data. However there seems to be an issue with various ...
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1answer
86 views

What's the use and difference between Forward, Deferred and Physically Based Rendering?

Maybe I'm still confused about my own understanding, Forward Render: render the lighting of an object according to the light source in the scene. (e.g Phong) Deferred Render : render the scene to ...
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2answers
104 views

How do multiple render targets get rendered onto the back buffer(s) then screen?

I'm using DX11. I understand how render targets are created, set, and why they are used, but I am really unsure how this all plays together with presenting it to the screen. Does the GPU ...
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1answer
97 views

Opengl - Cascading Shadow Maps Implementation

after reading about CSM, I have a few questions about the implementation that I can't find the answer to. According to the wiki, an FBO can only take 1 depth attachment, so in order to render ...
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1answer
56 views

Stencil pass in deferred rendering - far plane

For a long time I was occuring issue with lights which use light volume to reduce fragment shaders run (point, spot). First I use stencil pass to mark pixels which should be processed by fragment ...
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77 views

Problems with sampling the shadow map with deferred rendering OpenGL 3.3

I am trying to implement simple shadow mapping for a project i am working on. I can render the depth texture to the screen so i know it's there, the problem is when I sample the shadow map with the ...
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1answer
212 views

Different lighting models in deferred rendering

I would like to support a few different lighting models in my deferred renderer, such as: Phong OrenNayar and Cook-Torrance, so a small limited set to support a bit more than just a single lighting ...
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279 views

Unity 5: How to make a Unity 5 Physically Based shader Catmull-Clark subdivision tessellation for increase LOD if possible using visual scripting?

I'm using Amplify shader visual scripting to make tessellation and increment level of detail of the 3d mesh. But is not applying Catmull-Clark subdivision round smoothness. And my model still looks ...
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106 views

Incorrect Vanishing Point in OpenGL

I was following the Deferred Rendering tutorial at learnopengl.com and after getting it to work, I noticed that the vanishing point changed to be the right-center side of the screen rather than the ...
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1answer
56 views

Tile-Based Deferred Lights Flicker

I'm using Tile-Based Deferred rendering and I have run into an issue with my lights flickering. For a long time now I would just add all my lights at once and let the renderer do its thing eg. build ...
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1answer
598 views

Multi-pass rendering using FBO and combining resulting textures

I need to render a 3D scene and then several 2D panels that i need to compose on top of the 3D render. I looked on the web for some resource that would show how people do that but couldn't find any. ...
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1answer
107 views

Artifacts when trying to implement Cook-Torrance BRDF

I am trying to implement the Cook-Torrance BRDF within OpenGL, but I keep running into issues. The most obvious one are black patches and a bright spot at (0, 0). I checked my shader multiple times, ...
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1answer
803 views

Deferred Shading and Transparency Clarification?

So, this is a bit of a simple question, but I can't seem to find a real answer anywhere. I've been looking into implementing deferred rendering using MRT into my in-progress render engine, but I'm a ...
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1answer
993 views

Global fog does not work with deferred rendering in Unity

When I set deferred rendering the global fog from the Unity Standard Assets does not work, there is no fog at all. With forward rendering the global fog works. How do I add fog with deferred rendering?...
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1answer
535 views

Deferred Shading and material ID

I am implementing a deferred rendering framework, and I wanted to allow programmers to write custom materials. However, I did not find yet how to handle different materials. For now, a material is ...
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1answer
423 views

Deferred shadow mapping

Question: What am i doing wrong in the CalcShadowFactor method? It looks like the depth check is not working correctly. Body: I'm using deferred rendering in my engine and i have generated the ...
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56 views

OpenGL framebuffers question

I am trying to implement deferred rendering in my engine but things don't work like i thought they would do. Then, we have the next case: ...
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1answer
655 views

What is the best PBR real time Fresnel function? [closed]

I'm working on a physically-based renderer, and I've come to a sort of crossroads regarding the Fresnel factor. I'm having trouble finding the best way to represent it. I know that Schlick's Fresnel ...
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1answer
263 views

OpenGL deferred rendering, multiple FBO targets

so for a game I am developing I am giving a go at deferred shading. I have only implemented entity rendering and an initial deferred shader and rendering the scene using OpenGLs FBO multiple render ...
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0answers
62 views

Light bounding geometry for deferred rendering

What is the best bounding geometry to use in a deferred renderer for each one of the following light types? Sphere area light (obviously a sphere) Disk area light (obviously a cone) Rectangular area ...
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2answers
394 views

Tiled deferred shading without compute shader

I'm building a deferred renderer and since I want to support a large amount of lights in the scene I've had a look at tiled deferred shading. The problem is that I have to target OpenGL 3.3 hardware ...
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2answers
154 views

What are the alternatives to OpenGL arrays for deferred rendering?

I'm trying to build a deferred rendering technique in an OpenGL engine, but I can't figure how I could get more than the limit of 32 lights. I use an array in my shader, feed light properties into ...
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2answers
114 views

Deferred Rendering and skeletal animation

I am working on a deferred rendering engine and just finished skeletal animation in the vertex shader, but soon realized that this was only updating the rendered geometry and not the shadows, as the ...
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2answers
5k views

Unity ignoring the deferred shader

I've been following this tutorial to get a cel-shader working in Unity 5 along with the standard shaders (explained in the last third of the article). My issue is that when I got to replacing the ...
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1answer
396 views

SSAO issue - surfaces darken based on camera angle

I have a strange issue in my engine where my SSAO effect will extremely darken or lighten based on my camera angle: In that example, I'm just outputting the ssao texture to the screen. The texture is ...
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1answer
120 views

World Space Normals Are Black

My world space normals appear fine for most of a mesh. However, some of the normals are black. I was wondering if anyone had any ideas why this is. This happens for any mesh, not just this sphere. ...
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1answer
625 views

unable to render to multiple textures

I'm trying to make an example of deferred rendering. I'm trying to render to three separate textures the position, the normal and the color. Here is the setup : ...
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1answer
1k views

FAST position reconstruction from depth

I'm struggling a lot with reconstructing the world space position (or alternatively the view space position) from depth (by reading the depth buffer) in a performant way (in a full-screen post-process)...
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0answers
491 views

Shadow mapping - Can't get the right texture coordinates

I'm trying to implement shadow maps for Spotlight's, but alas I can't get them to work. I have verified that my fragment shader is getting the shadow map texture. I can sample from it in the ...
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1answer
260 views

Overlapping surfaces in deferred shader blend through one another

I've just finished implementing deferred shading into my engine, and noticed that when a large object overlaps another smaller object, it blends through it. For example, in this scene I have a large ...
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1answer
2k views

SSAO, depth buffer linearization (?)

I'm trying to implement SSAO in my application but it doesn't look as it should. I think that the problem is with depth buffer linearization but I tried almost all methods which I found on the Web and ...
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0answers
386 views

OpenGL (lwjgl) Frame Buffer Object GL_COLOR_ATTACHMENT Not Being Written To

I am currently developing a deferred renderer for my game engine and I have to output multiple textures from my shader to my GBuffer. I have been struggling with getting multiple outputs from the ...
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2answers
773 views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 (http://...
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1answer
100 views

Fast(er(est)) fullscreen/scene collision detection technique (“selection buffer”)

My vertex format has a float4 Flags element used to pass miscellaneous data to shaders. Each mouse-collidable object that is rendered has a unique ObjectID that is written to an ObjectID-rendertarget ...
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1answer
82 views

What is actually done by the deferred rendering pipeline in this context?

I have been reading a student's thesis regarding deferred rendering and have stumbled across a piece of his work that I couldn't quite understand. The thesis; in chapter 1.3 it says: Stalker (see ...
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2answers
258 views

Rendering objects with either normal maps, either specular maps, or with both, or with neither?

My hobby engine has a deferred renderer that supports normal maps and specular maps. Now, some objects may have normal maps, and some may have specular maps. In some cases, an object has both maps, ...
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1answer
154 views

What's wrong with my method of getting intermediate rendering to my postprocessing shader?

I'm working on a project in OpenGL. Earlier this week, I successfully implemented Deferred Shading, but I'm not sure how to pass the information from the Deferred Shader to the Post Processing Shader. ...
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2answers
100 views

Rendering order of shadowing point lights?

I'm implementing shadow mapping in my deferred rendering engine. I've got spot lights working, and now I'm working on point lights. Currently, I do it like this: ...
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1answer
878 views

Why is it Important to have render targets with the same bit size?

I am currently thinking of what type of GBuffer I'll need for deferred shading, hence I tried also to document myself online about the most common ones and their format. Most of the GBuffer that I'...
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0answers
232 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 banding ...
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1answer
305 views

Backface culling without light leaking through

I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through: I read that using a ...
3
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1answer
445 views

Shadow mapping. I don't understand what to do after creating the depth texture

I'm taking an intro to computer graphics course, so this is something we haven't touched on. I am reading this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
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1answer
765 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 ...
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0answers
59 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, ...
3
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1answer
161 views

When using deferred rendering technique, what space should my normals be? Why?

I'm implementing a deferred shading technique and the following question arose: When storing the normals, should I transform to view space, or may I keep them in world space? Why? Will any of the ...
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1answer
93 views

Deferred Lighting - How to map to the generated texture?

I'm trying to implement deferred lighting and I have done the first and second pass but I'm stuck on the third as I don't know how to map from the current pixel being drawn to the generated texture ...
3
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1answer
673 views

What is deferred lighting?

There is plenty of information on what deferred rendering is but there is a lack when it comes to deferred lighting and the information that there is there is not clear. My question is simple, what ...