Table of Contents
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