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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.

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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'...
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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 ...
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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 ...
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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
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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 (...
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Trying to implement GBuffer. Only gAlbedoSpec color attachment (GL_COLOR_ATTACHMENT2) works properly. When i try to use another texture (gPosition or gNormal) in ...
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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 ...
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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 ...
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I've recently decided to get rid of pretty much all of the raw pointers from my Direct3D code, and I ran into a problem with using ComPtr<T> template with ...
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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 ...
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I have a deferred rendering system: first there is the G buffer generation, then there is the lighting or shading calculation on that gbuffer data. However there seems to be an issue with various ...
RichmarIII's user avatar
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I'm using DX11. I understand how render targets are created, set, and why they are used, but I am really unsure how this all plays together with presenting it to the screen. Does the GPU ...
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For a long time I was occuring issue with lights which use light volume to reduce fragment shaders run (point, spot). First I use stencil pass to mark pixels which should be processed by fragment ...
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I'm using Amplify shader visual scripting to make tessellation and increment level of detail of the 3d mesh. But is not applying Catmull-Clark subdivision round smoothness. And my model still looks ...
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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. ...
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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 ...
Scorch's user avatar
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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 ...
David Peicho's user avatar
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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: ...
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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 ...
Matthew A Mattparks's user avatar
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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 ...
zeb's user avatar
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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 ...
user1958698's user avatar
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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 ...
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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 : ...
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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 ...
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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 ...
Harry's user avatar
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