Adventures in Deferred Rendering: Volumetric Lighting

I like god rays. They're easy to implement and yet they add so much detail to a scene. 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 … Continue reading Adventures in Deferred Rendering: Volumetric Lighting

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

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 deferred rendering capabilities. 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 be about … Continue reading Adventures in Deferred Rendering: Screen Space Reflections