Question

I've been reading a lot about deferred shading and want to try and get into it. Problem is I can't find a sample which demonstrates how deferred shading can support so many lights simultaneously - I found one demo which was very simple with a single light in Code Sampler and an nVidia HDR sample butnothing beyond that.

Would anyone know where I should go for a good introductory tutorial (with code) on how to have deffered shading with lighting? I can make it work with one light but one light is a bit too simple (rather obviously :P). Also I only know how to make directional lights in deferred shading code and it's nice an dall but somewhat different to regular ways of rendering lights so I was wondering if there wree tutorials or anything I could find or just reading material that would help me figure out how writing shaders and special fx in deferred rendering works?

Thanks fo rany help!

Was it helpful?

Solution

NVIDIA stuff is usually good: http://developer.nvidia.com/object/6800_leagues_deferred_shading.html

Here's a reasonable XNA tutorial as well: http://www.ziggyware.com/readarticle.php?article_id=155

In terms of blogs: Wolfgang Engel's is a good start, and Christer Ericson recently posted a bunch of links (in the Graphics section of his "Catching Up Part 2" post).

Oh, and the G-Buffer paper is required reading too. Less practical, but a good review of the process and rationale.

Licensed under: CC-BY-SA with attribution
Not affiliated with StackOverflow
scroll top