Only one geometry pass is required, and each light is only computed for those pixels that it actually affects. The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections. After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space. Positions, normals, and materials for each surface are rendered into the geometry buffer ( G-buffer) using " render to texture". On the first pass of a deferred shader, only data that is required for shading computation is gathered. It was first suggested by Michael Deering in 1988. In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. ( July 2013)ĭiffuse Color G-Buffer Z-Buffer Surface Normal G-Buffer Final compositing (to calculate the shadows shown in this image, other techniques such as shadow mapping, shadow feelers or a shadow volume must be used together with deferred shading). To comply with Wikipedia's lead section guidelines, please consider modifying the lead to provide an accessible overview of the article's key points in such a way that it can stand on its own as a concise version of the article. This article's lead section may not adequately summarize its contents.
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