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- Q516879 subject Q8734581.
- Q516879 abstract "In the field of 3D computer graphics, deferred shading is a screen-space shading technique. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is "deferred" until a second pass.On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) as a series of textures. After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers, in screen space.Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections.".
- Q516879 thumbnail Deferred_rendering_pass_col.jpg?width=300.
- Q516879 wikiPageExternalLink slides.
- Q516879 wikiPageExternalLink I3D11.pdf.
- Q516879 wikiPageExternalLink mlaa.pdf.
- Q516879 wikiPageExternalLink FXAA_WhitePaper.pdf.
- Q516879 wikiPageWikiLink Q1064135.
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- Q516879 comment "In the field of 3D computer graphics, deferred shading is a screen-space shading technique. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is "deferred" until a second pass.On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) as a series of textures.".
- Q516879 label "Deferred shading".
- Q516879 depiction Deferred_rendering_pass_col.jpg.