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deferred shading : ウィキペディア英語版 | deferred shading
In the field of 3D computer graphics, deferred shading is a screen-space shading technique. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is "deferred" until a second pass. On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) as a series of textures. After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers, in screen space. Screen space directional occlusion〔(【引用サイトリンク】title=Deferred Screen Space Directional Occlusion )〕 can be made part of the deferred shading pipeline to give directionality to shadows and interreflections. ==Advantages== The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required and each light is only computed for those pixels that it actually affects. This gives the ability to render many lights in a scene without a significant performance-hit.〔http://homepage.lnu.se/staff/tblma/Deferred%20Rendering%20in%20XNA%204.pdf〕 There are some other advantages claimed for the approach. These advantages may include the simpler management of complex lighting resources, ease of managing other complex shader resources and the simplification of the software rendering pipeline.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「deferred shading」の詳細全文を読む
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