Questions tagged [deferred-rendering]

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 computations, a screen-full at a time. This technique uses lots of bandwidth, but can be a strong optimization in situations with lots of lights.

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4k 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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Deferred shading - g-buffer positions, world or view space?

So, i am doing this for the first time. I have a lodded terrain that i would like shade deferred. I have built the g-buffer with positions/normals/albedo/depth and render vertices like I did before ...
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1answer
104 views

OpenGL color attachments don't work

Trying to implement GBuffer. Only gAlbedoSpec color attachment (GL_COLOR_ATTACHMENT2) works properly. When i try to use another texture (gPosition or gNormal) in ...
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Send Geometry Data to Multiple Shaders

So I am implementing a deferred rending model for my engine, and I want to be able to send all scene geometry into a single shader to calculate ambient, diffuse, normal, ect thats not the question. ...
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How to draw a screen space decal along a desired projection direction and control which surfaces it affects?

I am currently programming a complex 2D lighting system which calculates lighting in 3D space. Something like what I want to achieve (Source @pixpilgames from Twitter): I recently learned how to ...
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27 views

Is it appropriate approach to simulate shadowing via occlusion culling of lights?

I have own deferred renderer and a scene with both closed and open spaces. I want to prevent light passing though solid objects. For example, there can be a house with a lot of point lights inside. I ...
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31 views

Current state of the art for rendering large numbers of dynamic lights?

This is intended as a platform-agnostic question, but I currently use OpenGL (with sights on Vulkan) if it is relevant. The last time I dealt with creating lots of dynamic lights (~10 years ago), the ...
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38 views

Can't get world position from reverse Z buffer

I'm using this solution to render using a reversed Z buffer. This looks fine and completely fixes all my z-fighting, but it breaks what I use in shader to derive the world position from the depth for ...
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1answer
533 views

How to calculate normal from normal map in world space? (OpenGL)

I'm trying to do normal mapping in a deferred renderer and I'm stuck on how to implement normal maps. I have a bool that passes whether or not to use a normal mapped value and thus, whether to ...
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38 views

Handling metallic roughness maps colour channels

I'm trying to use a metalness/roughness workflow and I'm not sure how to translate the colour channels into the different metalness and roughness attributes. I'm not sure if there's a standard on how ...
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Correctly Implementing SSAO

I am trying to implement Normal-Oriented SSAO and i'm having an issue with the results. Portions of the screen are inverted/wrong, typically half way through the screen but not always, it seems tied ...
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1answer
136 views

DirectX depth/order render issue

I have what appears to be a depth or order rendering problem which I have never seen happen before. My terrain and water are rendered with my displacement shader, and at the moment all other models ...
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1answer
1k 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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1answer
441 views

Set multiple render targets with OMSetRenderTargets using ComPtr<T>

I've recently decided to get rid of pretty much all of the raw pointers from my Direct3D code, and I ran into a problem with using ComPtr<T> template with ...
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1answer
41 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 ...
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2answers
413 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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1answer
296 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
482 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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2answers
1k 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
246 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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2answers
930 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
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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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1answer
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Not getting desired results with SSAO implementation

After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. ...
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2answers
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Shadows in deferred rendering

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 ...
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1answer
235 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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620 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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1answer
219 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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2answers
556 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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1answer
352 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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1answer
7k views

Game Engine Design – Ubershader - Shader management design [closed]

I want to implement a flexible Ubershader system, with deferred shading. My current idea is to create shaders out of modules, which deal with certain features, such as FlatTexture, BumpTexture, ...
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1answer
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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
94 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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2answers
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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
1k 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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3answers
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What is deferred rendering?

I've heard about deferred rendering and how using it can allow for "lots" of lights in a scene without a huge performance hit, but what is it and (from a high level) how is it implemented?
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1answer
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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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2answers
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What are the common rendering optimization techniques for the geometry pass in a deferred shading renderer? [closed]

I have been developing a game engine using OpenGL 3 and C++ (and glfw for window management). I have advanced so far, got most of the things done except sound entities and optimizations. The engine ...
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1answer
1k 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
731 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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0answers
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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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2answers
212 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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1answer
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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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1answer
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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
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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
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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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2answers
160 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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1answer
1k 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
813 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
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Unity3D How to write to the back buffer AFTER the final pass of deferred rendering?

I've been using this script and shader from the wiki, and they work wonders; my only problem is using them in deferred rendering. Now, the way this shader works is by writing to the depth buffer to ...
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2answers
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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: ...