Questions tagged [deferred-rendering]

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Deferred Decals

What's the proper of way of calculating the coords to apply decals by let's say linear interpolation? My understanding is that you render your GBuffer albedo, specular, etc... and after that you do ...
5
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1answer
189 views

Performance of Compute Shaders vs. Fragment Shaders for Deferred Rendering

I have written a deferred renderer that can use either a fragment shader or a compute shader to execute the shading pass. Unfortunately, the compute shader implementation runs slower. I'm trying to ...
1
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0answers
75 views

gBuffer view/eye space missing z (depth) value?

I need some help understanding whats happening to my view space. I have the following colour buffers coming out of my deffered renderer... My concern is with the view space buffer (third image), ...
1
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0answers
20 views

Irregular subpixel behaviour using cached render textures

We are implementing a "lazy container" that caches renders of an object at various cutoffs and scales up/down the render-textures from those caches instead of drawing the actual object directly. This ...
1
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0answers
71 views

Optimisation of Geometry Pass

I'm trying to optimize a geometry pass for a game using dx11 and deferred rendering. (All test are performed on Nvidia GTX 1060 at fixed clock rate) After profiling with NSight it seems to have very ...
-1
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1answer
115 views

Unsolved Problems in CQ to this day?

What problems haven't been solved yet when it comes for instance in rendering,deferred rendering, Volumetric lighting, ambient occlusion or in any other interesting area. When i say unsolved problems, ...
5
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0answers
161 views

Why is Forward Rendering/Shading named this way?

Forward rendering is the 'classic' approach to the rendering pipeline. Nowadays it is mostly replaced by a more flexible, deferred rendering approach. I did some research and had trouble finding ...
1
vote
1answer
302 views

GBuffer: Framebuffer with different texture format types?

I rely on this answer from Nathan Reed: How much precision do I need in my G-Buffer? It is proposed to use two different texture formats for one Gbuffer. However as far as I know, color texture ...
0
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1answer
443 views

GLSL Debugging Volumetric light

I'm implementing basic volumetric lighting using deferred shading (gbuffer + render to screen quad) and basic shadow mapping. So, I am sending the position texture and shadow map to a separate shader,...
1
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1answer
492 views

How to use shadow mapping and deferred rendering to create a large amount of lights?

Ok so I am trying to understand how to combine these 2 techniques and I am failing. The main goal is to reach the O(lights+fragments) complexity of deferred rendering, instead of O(lights*fragments) ...
1
vote
2answers
153 views

Why is this not a proper solution to handling transparency in deferred rendering?

From the sources that I have read about deferred rendering they all mention "handling transparency is hard" without much more information. However a solution that I see is, handle the scene once ...
4
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2answers
92 views

Supporting multiple camera types in a deferred renderer without specializing the shaders or in the shaders

Perspective Camera A (row-major) perspective transformation matrix has the following format: $$\begin{align} \mathrm{T} &= \begin{bmatrix} \mathrm{T}_{00} &0 &0 &0 \\ 0 &\...
5
votes
1answer
1k views

How much precision do I need in my G-Buffer?

I'm in the process of working out how to pack all the information I need for a Physically Based Deferred Renderer into a G-Buffer without using an obscene amount of render targets. What I have so ...
4
votes
1answer
135 views

Volumetric Obscurance : line integrals

I would like to compute volumetric obscurance with line integrals like described in this paper. For a 2D sample, it is possible to know the "depth in sphere". But I don't understand how they compute ...
5
votes
2answers
249 views

Special directional light type

I am currently trying to implement a specific directional light type. This light type has been used in the game INSIDE and is called orthogonal spotlight (aka local directional light). I assume that ...
5
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2answers
1k views

Screenspace Normals - Creation, Normal Maps, and Unpacking

I'm trying to condense my Deferred Rendering G-Buffer. So I have some questions about getting 2-component Screenspace Normals. I know Frostbite and Killzone (the only two AAA company's G-Buffers I ...
5
votes
1answer
216 views

Unlit objects in deferred rendering

What is the best way to draw unlit objects with deferred? Like skybox, particles or just glowing objects? I thought about mask in alpha channel, check it in light pass and just set diffuse color but ...
1
vote
3answers
200 views

Trouble Finding Simple 2D DirecX11/HLSL Issue

Some possible things that might be the issue and could be explained by someone who is knowledgeable Order of my indices, In all I've read, your array of indices for a triangle list is just clockwise ...
6
votes
1answer
781 views

HLSL Deferred Rendering

I've recently made the switch to Visual 2015 and the .fx files have been depreciated. My project contained .fx files for the shaders so I've been switching over. Only during the switch have I changed ...
10
votes
2answers
432 views

With modern fillrates and deferred rendering, is occlussion culling still relevant?

For example, while it's the current top-of-the-line GPU, the GTX 980 has a staggering 72.1 gigapixels/second fillrate, which with back-to-front rendering and/or Z buffer checks, seems almost ...
9
votes
1answer
2k views

What is the performance tradeoff between forward and deferred rendering?

Forward rendering is the process of computing a radiance value for a surface fragment directly from input geometry and lighting information. Deferred rendering splits that process into two steps: ...