by Adam Lake

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Chapter 1.3. Multi-Resolution Deferred Shading

Hyunwoo Ki, INNOACE Co., Ltd

Recently, deferred shading has become a popular rendering technique for real-time games. Deferred shading enables game engines to handle many local lights without repeated geometry processing because it replaces geometry processing with pixel processing [Saito90, Shishkovtsov05, Valient07, Koonce07, Engel09, Kircher09]. In other words, shading costs are independent of geometric complexity, which is important as the CPU cost of scene-graph traversal and the GPU cost of geometry processing grows with scene complexity. Despite this decoupling of shading cost from geometric complexity, we still seek to optimize the pixel processing necessary to handle many ...

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