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Slides - Computer Graphics and Multimedia

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Deferred Shading<br />

• Compute lighting for each image pixel,<br />

not for each generated fragment<br />

• Splats mutually overlap<br />

• #fragments ≈ 7 · #pixel<br />

• Rasterization shader is bottleneck<br />

• Keep it small by deferring shading<br />

➡ Performance does hardly depend on<br />

surface shader complexity<br />

<strong>Computer</strong> <strong>Graphics</strong> Group<br />

Mario Botsch

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