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amilich

Would someone mind clarifying why again "deferred" shading is preferable? I understand how the modified "G-buffer" can be used to efficiently/compactly store a lot of useful data, like depth, normals, and other data needed for lighting, but I don't completely see why we would use one rendering approach versus another if the entire scene still needs to be lit and shaded. Does adding z-buffers rendered for each light save work?

unicorn

@amilich Deferred shading allows every output screen pixel to be lit/shaded only once, instead of many times, such as in cases when objects are on top of each other in a scene. The computation used for deferred shading is therefore constant and predictable and is independent of the number of triangles in the scene.