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Hybrid Deferred Rendering techniques http://horde3d.org/forums/viewtopic.php?f=7&t=232 |
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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 http://www.gamedev.net/community/forums/topic.asp?topic_id=480639 http://code.google.com/p/lightindexed-deferredrender/ |
Author: | marciano [ 04.02.2008, 12:05 ] |
Post subject: | |
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 ] |
Post subject: | |
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 ] |
Post subject: | |
That one looks like it would be simpler to implement than the Light Indexed method. |
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