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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 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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What is the best PBR real time Fresnel function?

I cross-posted on gamedev.net, for anyone who is interested in an answer: http://www.gamedev.net/topic/681857-what-is-the-best-pbr-real-time-fresnel-function/. Basically, I've received the following …
Karim Abdel Hamid's user avatar
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1 answer
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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 a …
Karim Abdel Hamid's user avatar
1 vote
1 answer
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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. …
Karim Abdel Hamid's user avatar