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Posts Tagged ‘deferred shading’


Deferred Shading With Compute Shaders in Frostbite 2 Engine

Be the first to comment - What do you think?  Posted by JeGX - 2009/08/27 at 09:07

Categories: Game Development, Microsoft DirectX   Tags: , , , ,

Deferred Shading in Frostbite 2 Engine


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Deferred Shading Demo with Direct3D 10.1

Be the first to comment - What do you think?  Posted by JeGX - 2008/10/22 at 18:35

Categories: Game Development, Microsoft DirectX   Tags: , , ,

Deferred Shading Demo with Direct3D 10.1


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Deferred Rendering in Leadwerks Engine

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/05 at 22:43

Categories: OpenGL, Programming   Tags: , , , , ,

Leadwerks Software has released a paper describing their experience implementing deferred lighting in the OpenGL-based Leadwerks Engine. The paper includes some GLSL code for reconstructing screen space positions without need for a position float buffer, as well as a few results surprising to the author.

This paper is available HERE – PDF

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