Deferred Shading
← Soft Shadows | ● | Depth Peeling →
The main application areas of deferred shading is
- Tile-based rendering on low-end platforms.
- PowerVR mobile platform
- Hi-end shading algorithms in computer game engies.
- Crytek Engine
The technique of deferred shading separates the task of shading into a first rendering pass where the fragment attributes are gathered in multiple rendering buffers and a second rendering pass, where the final fragment color is computed from the precomputed attribute values in the buffers.
First rendering passes for computing color-, normal- and z-values:
Final rendering pass showing the composited image:
The main advantage is that costly shading operations are dferred into the final pass where they are only executed once per fragment.
For more reading see wikipedia.
← Soft Shadows | ● | Depth Peeling →