Posts Topics Forums Images
Search videos from message boards Videos Search messages from microblogs Microblogs Search messages from imdb.com Imdb Search messages from yuku.com Yuku Search messages from lefora.com (free forums) Lefora
My account: Login | Sign Up
Loading... 

Thread: Deferred Shading - is it the future!?

Started 1 month, 3 weeks ago by al2950
Hi I have recently been reading alot about deferred lighting (and more recently Inferred Lighting). I certainly do not understand everything at the moment but reading the theory there seems to be many advantages. Apart from the stated problems with FSAA, and transparent materials (both of which are addressed in inferred lighting) are there other issues that need to be factored in? Oh, forgot ...
Site: Ogre Forums  Ogre Forums - site profile
Forum: General Discussion  General Discussion - forum profile
Total authors: 5 authors
Total thread posts: 7 posts
Thread activity: no new posts during last week
Domain info for: ogre3d.org

Other posts in this thread:

Noman replied 1 month, 3 weeks ago
Deferred shading is NOT something to choose 'just because', IMO. You stated the main drawbacks of the system, and they are not to be belittled. Also, the implementation is a bit more sophisticated, even after the fact that there have been changes made to Ogre (will appear in main branch in 1.7) that make life easier. If you don't have many lights in your scene I'm not sure the advantages are ...

_tommo_ replied 1 month, 3 weeks ago
I think that, if you see the deferred shading as computing the first bounce of a raytracer, it IS the future; but as for now there are many drawbacks as Noman pointed out... it doesn't work easily with shaded lights or transparencies, or even AA, and if not cleverly implemented it is slower because it is much more memory, bandwidth and shader-heavy. anyway this will change sometimes with future ...

jjp replied 1 month, 3 weeks ago
_tommo_ wrote: I think that, if you see the deferred shading as computing the first bounce of a raytracer... Any rasterization can be considered as "the first bounce of a raytracer". And even though I don't want to start another discussion on that topic: ray tracing is not the future, it is one technique among several which is advantageous under certain circumstances. It is unlikely that ...

_tommo_ replied 1 month, 3 weeks ago
jjp wrote: Any rasterization can be considered as "the first bounce of a raytracer". And even though I don't want to start another discussion on that topic: ray tracing is not the future, it is one technique among several which is advantageous under certain circumstances. It is unlikely that "pure" ray tracing will ever be the first choice for real time graphics. UE3 does use something what...

jjp replied 1 month, 3 weeks ago
_tommo_ wrote: i think that rasterizing and raytracing will somewhat "converge" in future pipeline Yep, that is very possible I am thrilled to see how it all plays out.

xavier replied 1 month, 3 weeks ago
jjp wrote: UE3 does use something what they call "deferred shadowing", which is why UE3 games don't support anti aliasing when DX9 is used. Crysis also does primarily forward rendering. GTA 4 is a good candidate for deferred shading since a city scenery clearly is a case where being able to use many lights helps Relatively few games actually use deferred shading; STALKER is the canonical ...

 

Top contributing authors

Name
Posts
_tommo_
2
user's latest post:
Deferred Shading - is it the...
Published (2009-11-13 20:10:00)
jjp wrote: Any rasterization can be considered as "the first bounce of a raytracer". And even though I don't want to start another discussion on that topic: ray tracing is not the future, it is one technique among several which is advantageous under certain circumstances. It is unlikely that "pure" ray tracing will ever be the first choice for real time graphics. UE3 does use something what they call...
jjp
2
user's latest post:
Deferred Shading - is it the...
Published (2009-11-14 00:20:00)
_tommo_ wrote: i think that rasterizing and raytracing will somewhat "converge" in future pipeline Yep, that is very possible I am thrilled to see how it all plays out.
al2950
1
user's latest post:
Deferred Shading - is it the...
Published (2009-11-13 09:55:00)
Hi I have recently been reading alot about deferred lighting (and more recently Inferred Lighting). I certainly do not understand everything at the moment but reading the theory there seems to be many advantages. Apart from the stated problems with FSAA, and transparent materials (both of which are addressed in inferred lighting) are there other issues that need to be factored in? Oh, forgot about memory! I am thinking of moving my render...
Noman
1
user's latest post:
Deferred Shading - is it the...
Published (2009-11-13 16:08:00)
Deferred shading is NOT something to choose 'just because', IMO. You stated the main drawbacks of the system, and they are not to be belittled. Also, the implementation is a bit more sophisticated, even after the fact that there have been changes made to Ogre (will appear in main branch in 1.7) that make life easier. If you don't have many lights in your scene I'm not sure the advantages are worth it. If your project does...
xavier
1
user's latest post:
Deferred Shading - is it the...
Published (2009-11-14 02:08:00)
jjp wrote: UE3 does use something what they call "deferred shadowing", which is why UE3 games don't support anti aliasing when DX9 is used. Crysis also does primarily forward rendering. GTA 4 is a good candidate for deferred shading since a city scenery clearly is a case where being able to use many lights helps Relatively few games actually use deferred shading; STALKER is the canonical example, and there are a few...

Related threads on "Ogre Forums":

Related threads on other sites:

Thread profile page for "Deferred Shading - is it the future!?" on http://www.ogre3d.org. This report page is a snippet summary view from a single thread "Deferred Shading - is it the future!?", located on the Message Board at http://www.ogre3d.org. This thread profile page shows the thread statistics for: Total Authors, Total Thread Posts, and Thread Activity