====== Deferred Rendering ====== Current implementation is based on: http://game-developers.org/node/177 Currently using XNA and MRT (diffuse, normal, depth, specular power, specular intensity) * Implemented rendering to GBuffer * Implemented a Light Accumulation buffer. * Implemented Directional light * Implemented Pointlight * Implemented SpotLight ===== Upgrades ===== TODO: Deferred_Shading_Tutorial_SBGAMES2005.pdf http://www.creativecrash.com/maya/tutorials/rendering-lighting/c/spotlight-fog http://www.kreationsedge.com/?tag=deferred-rendering http://altdevblogaday.com/2011/02/28/shadows-thoughts-on-ellipsoid-light-shadow-rendering/ ===== Sources ===== http://www.gamedev.net/reference/programming/features/defRender/ http://www.beyond3d.com/content/articles/19/2 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html http://brandongamedev.com/bugtracker/?p=217 http://www710.univ-lyon1.fr/~jciehl/Public/educ/GAMA/2007/Deferred_Shading_Tutorial_SBGAMES2005.pdf http://game-developers.org/node/177 http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf