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deferred lighting

Started by January 12, 2020 11:19 AM
2 comments, last by _Flame_ 5 years ago

hello.

Could you explain the difference between deferred shading and deferred lighting? Or point me to a place where it is explained well.

Sometimes both terms are used to mean the same thing… But often “Deferred lighting” is another name for “Light Prepass”. Some examples:

http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/
https://gamedevcoder.wordpress.com/2011/04/11/light-pre-pass-vs-deferred-renderer-part-1/

Light prepass only uses a very thin g-buffer with minimal material data – roughness, normal and depth. You use that to compute lighting for a white material. Then you render the scene again and combine that lighting data with the actual materials.

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@Hodgman thanks! Interesting and not difficult technique. Also thanks for the interesting blog!

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