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How to get pixels affected by a light in deferred shading?
I implemented deferred rendering in my little engine using framebuffers but there is no dynamic lighting for now. The g-buffer contains positions and normals in view space and albedo.
To implement ...
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Isn't it redundant to implement both lights and shadows?
Most games come up with their lighting implementation and their shadow implementation. Due to deferred shading, we are able to simulate lights independent from the scene geometry. But realistic ...
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Would I perform one pass per effect in Deferred Shading?
I'm implementing deferred shading the first time. Doing so I came up with a conceptual question.
First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
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Speed up lighting in deferred shading
I implemented a simple deferred shading renderer.
I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8).
I use sphere map algorithm to store normals in world space.
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Instancing pixel shader parameters — pass instance data through vertex shader?
I'm working on a deferred shader, and I want to use instancing to draw point lights.
From what I understand, I can send the instance data through the vertex shader and pass it through unchanged to ...