Deferred shading
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. It was first suggested by Michael Deering in 1988.
On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) using "render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space.
Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections.