Deferred Shading

Computer Graphics · Real-Time Shading · deferred-shading.yaml

Rasterize surface attributes into a G-buffer first, then light every visible pixel exactly once in a full-screen pass. Decouples lighting cost from scene complexity, at the price of bandwidth and awkward transparency.

Colour is the family; a dashed line is the second member of it.

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G clustered-shading Clustered / Tiled Shading deferred-shading Deferred Shading clustered-shading->deferred-shading every light otherwise touches every pixel it covers forward-shading Forward Shading deferred-shading->forward-shading shades once per pixel, not once per overlapping fragment gbuffer G-Buffer gbuffer->deferred-shading visibility-buffer Visibility Buffer visibility-buffer->deferred-shading fat G-buffers are bandwidth-bound at high resolution

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