Deferred Lighting
Motivation #
Many fragments are overwritten by the Rasterizer because a closer fragment was rendered later, thus the fragment shader work for those fragments was unneccessary.
How it works #
- Do the rasterization into a G-Buffer (Geometry buffer) which contains all fragment shader inputs.
- After that, shade all fragments in a second render pass
Evaluation #
Pros #
- Only visible fragments are shaded
- G-Buffer also useful for post-processing
Cons #
- Engine becomes more complicated
- Requires more memory
- MSAA costly and complex
- Translucent objects require forward rendering