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: 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