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 ...
1
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1answer
26 views
Deferred rendering - reconstruction of world position view dependent
I am moving my small renderer from forward to deferred, I have now noticed something a bit odd.
I am for now using a simple way to reconstruct world position in the lighting pass:
float3 ...
1
vote
2answers
50 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 ...
2
votes
1answer
471 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
121 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 ...
0
votes
1answer
62 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
124 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 :
void setup()
{
//generate and bind ...
1
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1answer
229 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 ...
3
votes
0answers
122 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 ...
0
votes
0answers
371 views
How to draw a screen aligned quad by command buffer in Unity deferred rendering
I want to draw a screen aligned quad by a command buffer, and add it at CameraEvent.BeforeLighting.
I create a quad mesh in code, and I'm sure the mesh is right, because it works if the command ...
1
vote
1answer
93 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 ...
0
votes
1answer
246 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 ...
1
vote
0answers
138 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 ...
0
votes
0answers
102 views
Unity forward render path creating pixel lines between meshes
I have a bit of a problem where my meshes are either unsmooth because I'm using deferred rendering path or they are smooth using forward rendering path but it creates this weird pixel line between the ...
2
votes
2answers
245 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 ...
0
votes
1answer
84 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
60 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
156 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
128 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
84 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:
// Loop through the point lights
for ...
10
votes
1answer
711 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 ...
1
vote
0answers
131 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 ...
0
votes
1answer
158 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 ...
3
votes
1answer
269 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 ...
7
votes
0answers
483 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
36 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
103 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
81 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
votes
1answer
508 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 ...
-1
votes
1answer
637 views
Is SDL2 alone capable of dynamic (or deferred) lighting? [closed]
I'm talking about JUST SDL2, not OpenGL or DirectX.
Would drawing deferred lighting bulk the CPU up and how would it be done?
3
votes
1answer
352 views
MSAA deferred implementation issue
I recently implemented MSAA in my deferred renderer, it looks good but I just got a feeling I might have done it wrong.
Here is what for example the directional light fragment shader looks like:
...
0
votes
2answers
121 views
Trouble getting shadow maps working
I am trying to implement shadow maps in my game following this tutorial. For some reason, the light is not being occluded.
In the above screenshot, the big white sprite in the foreground is a ...
0
votes
1answer
95 views
Light direction not being calculated correctly
I'm trying to implement deferred lighting in my game, and have run into an issue with normals.
The image above shows the lighting being applied to a tile map. The yellow shade represents the ...
1
vote
1answer
1k views
Best Way to Render Multiple Lights with Deferred Rendering and GLSL
So I've implemented deferred rendering in GLSL and OpenGL for my game engine. I want to blend together multiple lights, but the performance is a bit sub-par. How I'm doing it now is the following:
...
5
votes
1answer
3k views
Deferred Rendering With Diffuse,Specular, and Normal maps
I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I ...
3
votes
2answers
3k views
Unity - Part of the sprite is covered in shadow
I have a sprite with Transparent/Cutout/Diffuse shader. Recieving shadows is turned on in SpriteRenderer. The light is a pointlight and I am using deffered rendering path.
However when I am above or ...
7
votes
1answer
495 views
Optimize state changes within a render queue
I am refactoring some parts of the game engine I am working on. This engine is made in C# with XNA.
The part I have trouble with is shader/material and the render queue. In the new version I will ...
0
votes
1answer
2k views
OpenGL Reconstructing Position from Depth
I know this has been asked a lot of time before but none of those answers fixed my problem.
I try to implement deferred shading and to do so I need to reconstruct the world space position from the ...
0
votes
1answer
1k views
Screen space decals, converting world to decal space
I'm trying to do screen space deferred decals following the presentation made by Pope Kim about SSDs in WH40K: Space Marine (link). I've gotten to the point where I can render a decal if the bounding ...
2
votes
1answer
472 views
What are the possible techniques to optimize the lighting pass in a deferred shading renderer? [closed]
I am toying around with "modern" OpenGL (this is my first attempt, I am new to this) and I have been developping my own deferred shading renderer as an exercise.
I am using an FBO with the following ...
1
vote
1answer
463 views
Severe color banding while applying SSAO
I'm trying to implement SSAO together with deferred shading. The deferred shading works just fine, and so does calculating the AO as seen in the first image below. However, taking AO into ...
11
votes
2answers
3k views
Deferred tiled shading, tile frusta calculation in OpenGL
I'm trying to do deferred tiled shading in OpenGL using the compute shader but I have hit a snag when trying to create the frustum for each tile. I'm using AMD's Forward+ demo (written in D3D) as a ...
7
votes
2answers
553 views
How many rendering passes is “normal”?
I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
1
vote
1answer
232 views
Separate shader programs or branch in shader? [duplicate]
I have a bunch of point lights and directional lights. Instead of checking the light type in the fragment shader and then branch for either point light calculation or directional light calculation, is ...
0
votes
1answer
198 views
Material properties and deferred renderering
I'm using assimp to import 3d models, and each model defines a set of material properties as well, such as material diffuseColor, ambientColor, specularColor and emissiveColor. Where would I store ...
3
votes
1answer
601 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 ...
14
votes
2answers
4k views
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 ...
1
vote
3answers
2k views
OpenGL position from depth is wrong
My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit.
First I was storing 5 textures as so:
DEPTH24_STENCIL8 - Depth and stencil
...
4
votes
1answer
338 views
Multiple render targets: Output target format performance questions
This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL.
The question is restricted to PC hardware.
I have a couple of questions concerning ...
2
votes
1answer
926 views
Shadow mapping with deffered shading for directional lights - shadow map projection problem
I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve ...
2
votes
1answer
176 views
Can Entities Have Their Own Shader In Deferred Rendering?
Since you need to use the general g-buffer shader to fill g-buffer, how can entities have their own shaders, like giving a box normal mapping feature ? As I remember, you can't use two shaders at the ...