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