Questions tagged [deferred-rendering]

a screen-space shading technique that defers shading until the second pass of rendering

In the field of 3D computer graphics, deferred shading is a screen-space shading technique. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is "deferred" until a second pass.

It is used in numerous popular games starting around 2010.

Advantages: easier resource and pipeline management

Disadvantages: hard to handle transparency, multiple materials, incompatible with anti-aliasing

Wikipedia: https://en.wikipedia.org/wiki/Deferred_shading

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Deferred Rendering - Rendering models with individual effects

I have read a few tutorials (Catalin Zima, TheCansin) regarding Deferred Rendering in XNA. They all seem to use a Deferred Rendering Pipeline for rendering the models. This is great, but they only deal with Normal and Specular maps. If I have my…
Neil Knight
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Access to not loaded nodes of DataTable with DeferRender option

My problem is that I have a datatable containing thousands of datas and I faced performance problems on Internet Explorer 11 (I don't want <11 and I'm not facing any issues on Firefox and Chrome). To solve the performance problem I added…
dtlvd
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Camera-space Normals from depth texture

I want to use a stored (non-linear) depth texture from 1st pass to produce screen-space normals. In 2nd pass I can render out depth, diffuse, ID etc., but I can't seem to get normals from depth working. Current understanding of getting normals from…
Engineer
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Deferred Rendering - Is it valid to reconstruct position for a point light using a light volume?

Position reconstruction I want to verify that this is a valid method and I'm not overlooking something. I am using a spherical mesh which I am using to only render the portion of the screen that the light overlaps. I rendering only the back-faces if…
Peter Clark
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Deferred Rendering with OpenGL, experiencing heavy pixelization near lit boundaries on surfaces

Problem Explaination I am currently implementing point lights for a deferred renderer and am having trouble determining where a the heavy pixelization/triangulation that is only noticeable near the borders of lights is coming from. The problem…
Peter Clark
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Screen space bounding box computation in OpenGL

I'm trying to implement tiled deferred rendering method and now I'm stuck. I'm computing min/max depth for each tile (32x32) and storing it in texture. Then I want to compute screen space bounding box (bounding square) represented by left down and…
mezo
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Unity3D Point lights in large scene

I'm currently building a large scene in Unity that has a lot of point lights. Each room in the scene (~40 rooms) has 2 point lights and I am using deferred rendering (to enabled shadows so that light doesn't leak out of the room). When using forward…
Cailen
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Crash at draw call in nvoglv32.dll on new video card

Some days ago I set up my computer and installed a new copy of Windows 8 because of some hardware changes. Among others I changed the video card from Radeon HD 7870 to Nvidia GTX 660. After setting up Visual Studio 11 again, I downloaded my last…
danijar
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Incorrect positions in deferred shading in DirectX

I'm currently working on a Deferred shading project in DirectX. I noticed weird lighting when I create the final image; With this light ray constantly shining from the top left. I looked at my gbuffers and noticed that my position only seems to…
Charlie.Q
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Error when using Metal Indirect Command Buffer: "Fragment shader cannot be used with indirect command buffers"

I’m working on a Metal, MTKView based app that takes advantage of the A11 TBDR architecture to do deferred shading in a single render pass. I used Apple’s Deferred Lighting sample code as reference, and it works great. I’d like to try changing the…
OliverD
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Can't create FBO with more than 8 render buffers

So, here's the problem. I have got an FBO with 8 render buffers which I use in my deferred rendering pipeline. Then I added another render buffer and now I get a GLError. GLError( err = 1282, description = b'invalid operation', baseOperation =…
Denis
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Shadow mapping for many light sources - is it slow?

I've reached a point where I've implemented deferred rendering and shadow mapping for a single light source. I was looking forward to adding more light sources to see how deferred rendering improves the performance but I realized that shadow mapping…
John Katsantas
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Making position buffer for deferred rendering - noise in the generated textures

I'm trying to implement deferred shading for the first time but I'm having trouble generating the buffers. I've started trying to make just the position buffer so here is the relative code: glGenFramebuffers(1,…
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OpenGL Deferred Pixelated Lighting

I'm working on a 3-pass deferred lighting system for a voxel game, however I am having problems with pixelated lighting and ambient occlusion. The first stage renders the color, position and normal of each pixel on the screen into separate textures.…
user5932360
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Multiple Render Targets (MRT) and OSG

Folks, I have studied about FBO, RTT and MRT to include this feature in my application, however I faced with some problems/doubts I did not find answers/tips during my search. Follows below the description of my scenario. I´ll be grateful if anyone…
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