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: Performance issues

I've just implemented deferred rendering/shading for the first time and I was surprised to see the big perfomance gap between forward and deferred rendering. When I run my application with forward rendering I get a pretty decent frame rate while…
SvinSimpe
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jQuery sortable with deferred rendering

I use a jQuery plugin (DataTable with Scroller extension) that allows me to display HTML table with thousand lines thanks to a defer rendering. I want to make it sortable (with sortable jQuery-UI plugin). The issue is that when I drag an element and…
Florent Descroix
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Is their an alternative to Stencil Pass

At the moment I've implemented Deferred Rendering using OpenGL its fairly simple just now. However I'm having major performance issues due to using the stencil pass at the moment (at least in the current way I use it). I've mainly been using…
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SSAO incorrect at z = 0 and at distance

So I tried to implement SSAO, but it is not working as intended. It seems to split at Position z=0 (worldspace), there is a white Line at position z=0. Also the Occlusion there doesn't look right. Plus at greater distance, so when moving the…
PuRe
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Deferred Shading - Multiple Lights (OpenGL/GLSL)

I'm working on a deferred shading program and now I have to set up 50 different lights in the scene. To do so, I'm randomly generating its attributes (position, diffuse color, specular color) with this piece of code: void FBORender::BuildLights() { …
pceccon
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Doubts about Design of Deferred Rendering shaders

I'm developing a graphics engine and already have the deferred technique running, but the thing is that every model, independently of its material (with its own shader and texture) is rendering itself with the same shaders, the 1st pass of the…
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DirectX 11 Deferred Rendering

I've been trying, rather unsuccessfully, to make a Deferred Renderer using DirectX 11 for roughly a month. Most of the white papers I've come across all describe the over-arching implementation, but not an actual implementation (which makes sense,…
P-Squiddy
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Deferred Rendering strange behaviour

I'm having a little trouble implementing a deferred rendering engine using OpenGL. I can render to texture and all the datas are correct for the first pass (calculating albedo, normals and depth), but when it comes to calculate the textures for the…
zeb
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OpenGL lights and deferred shading

Is it fair to say that the only difference between directional lights and point lights is that directional lights have no attenuation factor? Also, do most games use deferred shading? Should I implement deferred shading in my application if I use…
McLovin
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Removing render-blocking JavaScript for Jquery UI Library

I am attempting to try speed up my web page by "Removing render-blocking JavaScript" using this defer method: