Slides - Computer Graphics and Multimedia

Slides - Computer Graphics and Multimedia Slides - Computer Graphics and Multimedia

graphics.rwth.aachen.de
from graphics.rwth.aachen.de More from this publisher
16.12.2013 Views

Deferred Shading • Compute lighting for each image pixel, not for each generated fragment • Splats mutually overlap • #fragments ≈ 7 · #pixel • Rasterization shader is bottleneck • Keep it small by deferring shading ➡ Performance does hardly depend on surface shader complexity Computer Graphics Group Mario Botsch

Deferred Shading • Clear separation between rasterization and surface lighting / shading • Simplifies shader development • Same shader as for meshes Computer Graphics Group Mario Botsch

Deferred Shading<br />

• Clear separation between rasterization<br />

<strong>and</strong> surface lighting / shading<br />

• Simplifies shader development<br />

• Same shader as for meshes<br />

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

Mario Botsch

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