Questions tagged [deferred-rendering]
The deferred-rendering tag has no usage guidance.
23
questions
2
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52
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Optimal Command Ordering for CPU/GPU concurrency
I am writing a renderer that uses a deferred clustered shading technique.
On the CPU I group lights, decals, and environment maps into 3 seperate clustered structures (functionally, arrays of unsigned ...
1
vote
1
answer
69
views
Is fragment shader run on fragments that are outside of rasterized geometry?
In deferred rendering, I first write world position to G-Buffer, and then in shading part, I want to use that information to reproject in the previous frame and then write the final color.
However, ...
2
votes
0
answers
57
views
Deferred Decals
What's the proper of way of calculating the coords to apply decals by let's say linear interpolation?
My understanding is that you render your GBuffer albedo, specular, etc... and after that you do ...
11
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1
answer
8k
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Performance of Compute Shaders vs. Fragment Shaders for Deferred Rendering
I have written a deferred renderer that can use either a fragment shader or a compute shader to execute the shading pass. Unfortunately, the compute shader implementation runs slower. I'm trying to ...
1
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0
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174
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gBuffer view/eye space missing z (depth) value?
I need some help understanding whats happening to my view space.
I have the following colour buffers coming out of my deffered renderer...
My concern is with the view space buffer (third image), ...
1
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0
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26
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Irregular subpixel behaviour using cached render textures
We are implementing a "lazy container" that caches renders of an object at various cutoffs and scales up/down the render-textures from those caches instead of drawing the actual object directly. This ...
1
vote
1
answer
154
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Optimisation of Geometry Pass
I'm trying to optimize a geometry pass for a game using dx11 and deferred rendering. (All test are performed on Nvidia GTX 1060 at fixed clock rate)
After profiling with NSight it seems to have very ...
-1
votes
1
answer
152
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Unsolved Problems in CQ to this day?
What problems haven't been solved yet when it comes for instance in rendering,deferred rendering, Volumetric lighting, ambient occlusion or in any other interesting area. When i say unsolved problems, ...
5
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328
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Why is Forward Rendering/Shading named this way?
Forward rendering is the 'classic' approach to the rendering pipeline.
Nowadays it is mostly replaced by a more flexible, deferred rendering approach.
I did some research and had trouble finding ...
2
votes
1
answer
932
views
GBuffer: Framebuffer with different texture format types?
I rely on this answer from Nathan Reed: How much precision do I need in my G-Buffer?
It is proposed to use two different texture formats for one Gbuffer.
However as far as I know, color texture ...
0
votes
1
answer
770
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GLSL Debugging Volumetric light
I'm implementing basic volumetric lighting using deferred shading (gbuffer + render to screen quad) and basic shadow mapping. So, I am sending the position texture and shadow map to a separate shader,...
0
votes
1
answer
535
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How to use shadow mapping and deferred rendering to create a large amount of lights?
Ok so I am trying to understand how to combine these 2 techniques and I am failing.
The main goal is to reach the O(lights+fragments) complexity of deferred rendering, instead of O(lights*fragments) ...
2
votes
2
answers
3k
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Why is this not a proper solution to handling transparency in deferred rendering?
From the sources that I have read about deferred rendering they all mention "handling transparency is hard" without much more information.
However a solution that I see is, handle the scene once ...
3
votes
2
answers
136
views
Supporting multiple camera types in a deferred renderer without specializing the shaders or in the shaders
Perspective Camera
A (row-major) perspective transformation matrix has the following format:
$$\begin{align} \mathrm{T}
&= \begin{bmatrix}
\mathrm{T}_{00} &0 &0 &0 \\
0 &\...
6
votes
1
answer
2k
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How much precision do I need in my G-Buffer?
I'm in the process of working out how to pack all the information I need for a Physically Based Deferred Renderer into a G-Buffer without using an obscene amount of render targets.
What I have so ...