|Hybrid Deferred Rendering techniques
|Page 1 of 1|
|Author:||DarkAngel [ 01.02.2008, 07:18 ]|
|Post subject:||Hybrid Deferred Rendering techniques|
I thought you guys might be interested in this:
It's a hybrid lighting model that tries to gain the benefits of deferred-lighting while still using forward-shading to draw the geometry (no G-buffer).
Light Indexed Deferred Rendering
|Author:||marciano [ 04.02.2008, 12:05 ]|
I read through the paper very quickly. As with each new technique there are probably also still some problems which need to be solved but in general it is a very interesing approach.
|Author:||DarkAngel [ 18.03.2008, 04:24 ]|
Here's another hybrid deferred/forward shading approach if anyone's interested
This one should work on a lot more hardware than most MRT based solutions.
It does a geometry pass storing normals and depths into a "G-Buffer" (not really a g-buffer...).
Then for each light, it uses the g-buffer and the lights properties to accumulate all light sources into a light-buffer (kinda like merging all lights into a single 'average light').
Then it does a forward shading pass on the geometry, taking the light properties from the light-buffer.
Light Pre-Pass Renderer
http://diaryofagraphicsprogrammer.blogs ... derer.html
http://www.gamedev.net/community/forums ... _id=487154
|Author:||AcidFaucet [ 18.03.2008, 05:02 ]|
That one looks like it would be simpler to implement than the Light Indexed method.
|Page 1 of 1||All times are UTC + 1 hour|
|Powered by phpBB® Forum Software © phpBB Group