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Questions tagged [deferred-rendering]

The name for a class of rendering technique where geometry and material properties are explicitly separated from the lighting computations. This is done by rendering the material properties of various objects into several buffers, and then using passes over those "g-buffers" to do lighting computations, a screen-full at a time. This technique uses lots of bandwidth, but can be a strong optimization in situations with lots of lights.

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I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
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I found a unity shader with custom lighting method that approximates subsurface scattering effect. I tried using it in deferred rendering mode and unfortunately it doesn't work. From what I have read ...
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I have the following deferred rendering setup: The first render pass renders the scene to a fixed size image (2048x2048) from the directional light's point of view to one color attachment as a shadow ...
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My render pass consist in four passes. 3 first have 2 rendertargets and two unordered access view. RTV0 = RG88 //store normal.xy RTV1 = R32 //store depth UAV0 = R32UINT //store color1 UAV1 = R32UINT//...
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I am trying to implement a program in Direct3D 11 which uses techniques like deferred shading and shadowmapping, but when I create my gBuffers, the position looks strange. After researching a bit I ...
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I have a problem with converting my pixel shader to compute shader. The error is in this piece of code: ...
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I want to render shadows for point lights with a cubemap. My shader uses view space for lighting (directional and point). So I convert ligthposW/lightfocusW in world space to ligthposV/lightfocusV in ...
philB's user avatar
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many people are saying defered shader is not accurate for transparency. I've done some with a small demo (Directx11) and would like to know the limit of this strategy when rendering opaque+transparent ...
philB's user avatar
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I've been creating a game engine with Kotlin and LWJGL. I wanted to render scenes that support many light sources, so I worked on implementing a deferred renderer. My basic pipeline is as follows (...
Twometer's user avatar
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So I am implementing a deferred rending model for my engine, and I want to be able to send all scene geometry into a single shader to calculate ambient, diffuse, normal, ect thats not the question. ...
bay jose's user avatar
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Trying to implement GBuffer. Only gAlbedoSpec color attachment (GL_COLOR_ATTACHMENT2) works properly. When i try to use another texture (gPosition or gNormal) in ...
Mihail Ris's user avatar
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I'm using this solution to render using a reversed Z buffer. This looks fine and completely fixes all my z-fighting, but it breaks what I use in shader to derive the world position from the depth for ...
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I'm trying to use a metalness/roughness workflow and I'm not sure how to translate the colour channels into the different metalness and roughness attributes. I'm not sure if there's a standard on how ...
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I'm trying to do normal mapping in a deferred renderer and I'm stuck on how to implement normal maps. I have a bool that passes whether or not to use a normal mapped value and thus, whether to ...
Sammi3's user avatar
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I am trying to implement Normal-Oriented SSAO and i'm having an issue with the results. Portions of the screen are inverted/wrong, typically half way through the screen but not always, it seems tied ...
RichmarIII's user avatar
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I have what appears to be a depth or order rendering problem which I have never seen happen before. My terrain and water are rendered with my displacement shader, and at the moment all other models ...
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I've recently decided to get rid of pretty much all of the raw pointers from my Direct3D code, and I ran into a problem with using ComPtr<T> template with ...
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I'm facing very strange issue. My code for world pos reconstruction works correctly when the viewport size is equal to window size (or framebuffer size in other words). Below is the part for ...
Harry's user avatar
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I'm working on a 3-pass deferred lighting system for a voxel game, however I am having problems with pixelated lighting and ambient occlusion. The first stage renders the color, position and normal ...
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I am trying to implement a Deferred Renderer in Direct3D11. I am fairly new to this. I already bought a book: Practical Rendering & Computation with Direct3D 11. However, this book doesnt answer ...
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I have a deferred rendering system: first there is the G buffer generation, then there is the lighting or shading calculation on that gbuffer data. However there seems to be an issue with various ...
RichmarIII's user avatar
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Maybe I'm still confused about my own understanding, Forward Render: render the lighting of an object according to the light source in the scene. (e.g Phong) Deferred Render : render the scene to get ...
raisa_'s user avatar
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I'm using DX11. I understand how render targets are created, set, and why they are used, but I am really unsure how this all plays together with presenting it to the screen. Does the GPU ...
Mike5050's user avatar
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after reading about CSM, I have a few questions about the implementation that I can't find the answer to. According to the wiki, an FBO can only take 1 depth attachment, so in order to render cascaded ...
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For a long time I was occuring issue with lights which use light volume to reduce fragment shaders run (point, spot). First I use stencil pass to mark pixels which should be processed by fragment ...
Harry's user avatar
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I would like to support a few different lighting models in my deferred renderer, such as: Phong OrenNayar and Cook-Torrance, so a small limited set to support a bit more than just a single lighting ...
Aedoro's user avatar
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I'm using Amplify shader visual scripting to make tessellation and increment level of detail of the 3d mesh. But is not applying Catmull-Clark subdivision round smoothness. And my model still looks ...
Alan Mattano's user avatar
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I'm using Tile-Based Deferred rendering and I have run into an issue with my lights flickering. For a long time now I would just add all my lights at once and let the renderer do its thing eg. build ...
Justin William Stanley Bryant's user avatar
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I need to render a 3D scene and then several 2D panels that i need to compose on top of the 3D render. I looked on the web for some resource that would show how people do that but couldn't find any. ...
user18490's user avatar
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I am trying to implement the Cook-Torrance BRDF within OpenGL, but I keep running into issues. The most obvious one are black patches and a bright spot at (0, 0). I checked my shader multiple times, ...
MKII's user avatar
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So, this is a bit of a simple question, but I can't seem to find a real answer anywhere. I've been looking into implementing deferred rendering using MRT into my in-progress render engine, but I'm a ...
Scorch's user avatar
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When I set deferred rendering the global fog from the Unity Standard Assets does not work, there is no fog at all. With forward rendering the global fog works. How do I add fog with deferred rendering?...
Magnus's user avatar
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I am implementing a deferred rendering framework, and I wanted to allow programmers to write custom materials. However, I did not find yet how to handle different materials. For now, a material is ...
David Peicho's user avatar
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Question: What am i doing wrong in the CalcShadowFactor method? It looks like the depth check is not working correctly. Body: I'm using deferred rendering in my engine and i have generated the ...
Haruko's user avatar
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I am trying to implement deferred rendering in my engine but things don't work like i thought they would do. Then, we have the next case: ...
Haruko's user avatar
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I'm working on a physically-based renderer, and I've come to a sort of crossroads regarding the Fresnel factor. I'm having trouble finding the best way to represent it. I know that Schlick's Fresnel ...
Karim Abdel Hamid's user avatar
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so for a game I am developing I am giving a go at deferred shading. I have only implemented entity rendering and an initial deferred shader and rendering the scene using OpenGLs FBO multiple render ...
Matthew A Mattparks's user avatar
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What is the best bounding geometry to use in a deferred renderer for each one of the following light types? Sphere area light (obviously a sphere) Disk area light (obviously a cone) Rectangular area ...
zeb's user avatar
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2 answers
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I'm building a deferred renderer and since I want to support a large amount of lights in the scene I've had a look at tiled deferred shading. The problem is that I have to target OpenGL 3.3 hardware ...
zeb's user avatar
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I'm trying to build a deferred rendering technique in an OpenGL engine, but I can't figure how I could get more than the limit of 32 lights. I use an array in my shader, feed light properties into ...
Adrien Neveu's user avatar
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I am working on a deferred rendering engine and just finished skeletal animation in the vertex shader, but soon realized that this was only updating the rendered geometry and not the shadows, as the ...
user1958698's user avatar
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2 answers
7k views

I've been following this tutorial to get a cel-shader working in Unity 5 along with the standard shaders (explained in the last third of the article). My issue is that when I got to replacing the ...
Elijah's user avatar
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I have a strange issue in my engine where my SSAO effect will extremely darken or lighten based on my camera angle: In that example, I'm just outputting the ssao texture to the screen. The texture is ...
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My world space normals appear fine for most of a mesh. However, some of the normals are black. I was wondering if anyone had any ideas why this is. This happens for any mesh, not just this sphere. ...
RichmarIII's user avatar
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I'm trying to make an example of deferred rendering. I'm trying to render to three separate textures the position, the normal and the color. Here is the setup : ...
Srinivasan's user avatar
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I'm struggling a lot with reconstructing the world space position (or alternatively the view space position) from depth (by reading the depth buffer) in a performant way (in a full-screen post-process)...
Tara's user avatar
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I'm trying to implement shadow maps for Spotlight's, but alas I can't get them to work. I have verified that my fragment shader is getting the shadow map texture. I can sample from it in the ...
Yattabyte's user avatar
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I've just finished implementing deferred shading into my engine, and noticed that when a large object overlaps another smaller object, it blends through it. For example, in this scene I have a large ...
Yattabyte's user avatar
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I'm trying to implement SSAO in my application but it doesn't look as it should. I think that the problem is with depth buffer linearization but I tried almost all methods which I found on the Web and ...
Harry's user avatar
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I am currently developing a deferred renderer for my game engine and I have to output multiple textures from my shader to my GBuffer. I have been struggling with getting multiple outputs from the ...
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