Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

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 ...

0
votes
1answer
21 views

World position reconstruction from depth fails when viewport size does not match window size

I'm facing very strange issue. My code for world pos reconstruction works correctly when the viewport size is equal to window size (or framebuffer size in other words). Below is the part for ...
1
vote
1answer
70 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 ...
0
votes
1answer
46 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 ...
0
votes
0answers
16 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 ?
0
votes
2answers
179 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 ...
1
vote
1answer
141 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 ...
2
votes
2answers
173 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 ...
2
votes
1answer
103 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 ...
0
votes
1answer
67 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 ...
0
votes
0answers
85 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 ...
2
votes
2answers
244 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 ...
0
votes
0answers
309 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 ...
0
votes
0answers
110 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 ...
0
votes
1answer
59 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 ...
1
vote
1answer
652 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. ...
0
votes
1answer
119 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, ...
1
vote
1answer
869 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 ...
3
votes
1answer
1k 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?...
0
votes
1answer
573 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 ...
0
votes
1answer
446 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 ...
1
vote
0answers
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: ...
0
votes
1answer
691 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 ...
0
votes
1answer
271 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 ...
3
votes
0answers
64 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 ...
4
votes
2answers
418 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 ...
5
votes
2answers
159 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 ...
2
votes
2answers
117 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 ...
6
votes
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 ...
4
votes
1answer
426 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 ...
0
votes
1answer
126 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. ...
3
votes
1answer
657 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 : ...
2
votes
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)...
3
votes
0answers
511 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 ...
1
vote
1answer
267 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 ...
1
vote
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 ...
2
votes
0answers
400 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 ...
2
votes
2answers
793 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://...
0
votes
1answer
101 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 ...
0
votes
1answer
83 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 ...
1
vote
2answers
262 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, ...
1
vote
1answer
155 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. ...
1
vote
2answers
101 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: ...
10
votes
1answer
883 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'...
1
vote
0answers
238 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 ...
0
votes
1answer
318 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
votes
1answer
460 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-...
8
votes
1answer
786 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 ...
0
votes
0answers
60 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
votes
1answer
169 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 ...
0
votes
1answer
94 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 ...