Deferred Shading With Compute Shaders in Frostbite 2 Engine
In this SIGGRAPH 2009 presentation, Johan Andersson, one of the software architects behind the Frostbite engine at DICE, talks about deferred shading in the latest version of Frostbite.
The new deferred shading algorithm in Frostbite 2 uses DirectX 11 compute shaders but is currently an experimental implementation.
Really nice sreenshots!
The presentation is available here: