Adventures in Deferred Rendering: Tiled Deferred Shading and Compute Shaders

Tiled deferred shading is one of my favorite techniques because it introduces many concepts that are easy to take for granted when we rely on rasterization and the flow of the graphics pipeline. In basic deferred shading, we evaluate each light separately and add the results to the output buffer, which if you remember from … Continue reading Adventures in Deferred Rendering: Tiled Deferred Shading and Compute Shaders