![]() ![]() This gives us several new options to significantly optimize scenes with large numbers of lights, allowing us to render hundreds (or even thousands) of lights with an acceptable framerate. While quite easy to understand and implement it is also quite heavy on performance as each rendered object has to iterate over each light source for every rendered fragment, which is a lot! Forward rendering also tends to waste a lot of fragment shader runs in scenes with a high depth complexity (multiple objects cover the same screen pixel) as fragment shader outputs are overwritten.ĭeferred shading or deferred rendering aims to overcome these issues by drastically changing the way we render objects. We do this for every object individually for each object in the scene. A straightforward approach where we render an object and light it according to all light sources in a scene. The way we did lighting so far was called forward rendering or forward shading. Deferred Shading Advanced-Lighting/Deferred-Shading
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