Skip to main content

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.

0 votes
1 answer
68 views

I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
philB's user avatar
  • 331
1 vote
0 answers
60 views

I have the following deferred rendering setup: The first render pass renders the scene to a fixed size image (2048x2048) from the directional light's point of view to one color attachment as a shadow ...
Symlink's user avatar
  • 133
0 votes
1 answer
152 views

I am trying to implement a program in Direct3D 11 which uses techniques like deferred shading and shadowmapping, but when I create my gBuffers, the position looks strange. After researching a bit I ...
Charlie.Q's user avatar
0 votes
1 answer
239 views

I want to render shadows for point lights with a cubemap. My shader uses view space for lighting (directional and point). So I convert ligthposW/lightfocusW in world space to ligthposV/lightfocusV in ...
philB's user avatar
  • 331
1 vote
1 answer
566 views

I've been creating a game engine with Kotlin and LWJGL. I wanted to render scenes that support many light sources, so I worked on implementing a deferred renderer. My basic pipeline is as follows (...
Twometer's user avatar
  • 121
0 votes
1 answer
860 views

Trying to implement GBuffer. Only gAlbedoSpec color attachment (GL_COLOR_ATTACHMENT2) works properly. When i try to use another texture (gPosition or gNormal) in ...
Mihail Ris's user avatar
0 votes
0 answers
262 views

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 ...
Sammi3's user avatar
  • 229
0 votes
1 answer
961 views

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 ...
RichmarIII's user avatar

15 30 50 per page
1
2 3 4 5
9