Volumetric lighting is typically driven by a single-phase function that determines how much of the total scattered light is scattered toward the camera. The angle between the incoming light direction and the vector from our camera to the world space position of a given fragment is what primarily drives the Mie-scattering phase function. Implementing a … Continue reading Adventures in Deferred Rendering: Volumetric Lighting
Category: Deferred Rendering
Adventures in Deferred Rendering: Tiled Deferred Shading and Compute Shaders
In basic deferred shading, we evaluate each light separately and add the results to the output buffer, and then use that as the starting point from which we begin the post-processing. Shading a single quad is oftentimes much more scalable than iterating through each geometry to apply lighting information. However, there is one bottleneck that … Continue reading Adventures in Deferred Rendering: Tiled Deferred Shading and Compute Shaders
Adventures in Deferred Rendering: Screen Space Reflections
I intend for this post to be the first in a series of blog posts on techniques that are greatly facilitated by the concept of deferred rendering. The second post in the series will deal with tiled deferred shading, which is one of several possible solutions to the problem of light culling. The third will … Continue reading Adventures in Deferred Rendering: Screen Space Reflections