Light is complicated, and we really don’t have a full equation that accurately models light in the real world. This might sound confusing because of all the recent strides in CG and visual technology. Well, it’s all approximate – it’s just that we select functions which approximate really well. The unfortunate truth is: There is no […]
Shadows are a real problem. They’re expensive, must be split into several shadow maps/levels, and they involve multiple passes. It’s something we take for granted every day – shadows are just kind of there. It’s a part of lighting. But when we simulate lighting mathematically, the lighting model (regardless of it’s complexity) […]
Today we’re going to learn about the Deferred Rendering pipeline. The process of Deferred Rendering is storing information from a pass on our objects in one (or several) buffers known as the GBuffer. On a separate pass we calculate lighting information utilizing all of this cached information.