Computergrafik

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:

DeferredShadingColPass DeferredShadingNrmPass DeferredShadingZPass wikipedia

Final rendering pass showing the composited image:

DeferredShadingFinalPass wikipedia

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 →

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