deferred lighting

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In Section 7.9.2 of Real-Time Rendering, we discussed deferred rendering approaches, including “partially-deferred” methods where some subset of shader properties are written to buffers.  Since publication, a particular type of partially-deferred method has gained some popularity.  There are a few different variants of this approach that are worth discussing; more details “under the fold”.

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This detailed presentation on Crytek’s latest engine at the regional Triangle Game Conference slipped completely under my radar, but Wolfgang Engel just pointed it out to me.  It’s on Crytek’s presentations page, which has a bunch of other good stuff on it as well.

The presentation includes lots of great information on their new deferred lighting system, which is timely since I am just working on a lengthy blog post on this very subject (hopefully to be finished soon).  They also tease about their new dynamic global illumination system, to be presented at SIGGRAPH 2009.

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