Monthly Archives: August 2010

Aggregated deferred lighting

Random idea about a new way to do deferred lighting. The idea is to decouple lighting from geometry normals. In order to do that, lighting information is stored as aggregated lights ( direction + color ). 1st pass – z-prepass … Continue reading

Posted in Graphics, Lighting | 7 Comments

Rendering Light Geometry for Deferred Shading/Lighting

Interesting idea from Call Of Juarez 2 about rendering deferred light geometry. When deferred light geometry intersects with camera you need to switch culling and turn off zbuffer. In COJ2, instead of testing intersection on CPU and switching states, they … Continue reading

Posted in Graphics | 3 Comments