Chapter 10. Implementing Deferred Rendering

In this chapter, we will cover the following topics:

  • Filling the G-Buffer
  • Implementing a screen-aligned quad renderer
  • Reading the G-Buffer
  • Adding multiple lights
  • Incorporating multisample anti-aliasing

Introduction

Deferred rendering refers to any rendering technique that defers the calculation of one or more components of a rendered frame to a screen-space operation using information that has been collected during one or more attribute collection passes.

One of the benefits of deferred rendering over forward rendering is that it can simplify and improve the performance of implementations using many lights and support better GPU utilization. It does, however, require extra texture memory for a G-Buffer, and ...

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