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 Post subject: Hybrid Deferred Rendering techniques
PostPosted: 01.02.2008, 07:18 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
I thought you guys might be interested in this:

It's a hybrid lighting model that tries to gain the benefits of deferred-lighting while still using forward-shading to draw the geometry (no G-buffer).

Light Indexed Deferred Rendering

http://www.gamedev.net/community/forums/topic.asp?topic_id=480639
http://code.google.com/p/lightindexed-deferredrender/
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Last edited by DarkAngel on 18.03.2008, 04:25, edited 1 time in total.

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 Post subject:
PostPosted: 04.02.2008, 12:05 
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Joined: 10.09.2006, 15:52
Posts: 1217
I read through the paper very quickly. As with each new technique there are probably also still some problems which need to be solved but in general it is a very interesing approach.


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PostPosted: 18.03.2008, 04:24 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
Here's another hybrid deferred/forward shading approach if anyone's interested ;)

This one should work on a lot more hardware than most MRT based solutions.

It does a geometry pass storing normals and depths into a "G-Buffer" (not really a g-buffer...).
Then for each light, it uses the g-buffer and the lights properties to accumulate all light sources into a light-buffer (kinda like merging all lights into a single 'average light').

Then it does a forward shading pass on the geometry, taking the light properties from the light-buffer.

Light Pre-Pass Renderer
http://diaryofagraphicsprogrammer.blogs ... derer.html
http://www.gamedev.net/community/forums ... _id=487154

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Last edited by DarkAngel on 18.03.2008, 05:08, edited 3 times in total.

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 Post subject:
PostPosted: 18.03.2008, 05:02 
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Joined: 19.11.2007, 19:35
Posts: 218
That one looks like it would be simpler to implement than the Light Indexed method.


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