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 ...
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1answer
32 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
119 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
35 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
54 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 ...
0
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0answers
26 views
deferred rendering with skinned
I am stuck in big trouble. I used a deferred rendering sample, and then I add terrain into the scene with multi texturing support. Everything worked fine, but when I introduced a skinned mesh for ...
0
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0answers
66 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
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0answers
30 views
Particle shaders not visible when multiple cameras are used
I use a worldspace canvas in some parts of my game. I need the canvas to be visible, even if behind other objects. To do this I've set up a 2nd camera parented to the main camera, set it's clear flags ...
0
votes
1answer
86 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
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0answers
58 views
World-space position from logarithmic depth
After changing my current deferred renderer to use a logarithmic depth buffer I can not work out, for the life of me, how to reconstruct world-space depth from the depth buffer values.
When I had the ...
0
votes
1answer
114 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
35 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:
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(...
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0answers
58 views
Deferred rendering black screen
UPDATE: I have discovered something. If i change the final display to be respect the, for example, normal map it is showed for a instant before disappear and become all black again. Could it be a ...
0
votes
1answer
154 views
What is the best PBR Real Time Fresnel function
I'm working on my 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
103 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
44 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 ...
3
votes
1answer
128 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
102 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 ...
1
vote
1answer
65 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 GetWP(...
1
vote
2answers
74 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 ...
5
votes
2answers
3k 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
185 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
82 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
223 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
vote
1answer
433 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
180 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
144 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
599 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
230 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
407 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
95 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
66 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
194 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
146 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
87 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
813 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
160 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
199 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
321 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
567 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
42 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
112 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
89 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
566 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
834 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
461 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
130 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
103 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 ...