Deferred Shading in DirectX 10 (with Ambient Occlusion)
Deferred Shading is a rendering technique (in comparison to regular forward rendering) which has become popular over the last few years. Games like the upcoming Battlefield 3, Crysis 2 and numerous others use it, so I wanted to give it a try and implement a simple deferred renderer myself in DirectX 10.
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GitHub Repository and Visual Studio 2010 files:
GitHub Repository here
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Images for all the render targets/textures (Diffuse, Normals, Depth, Ambient Occlusion, Composite with Ambient Occlusion, Composite without AO):
What is Deferred Shading?
If you are reading this chances are you already know what deferred shading is and how it works, so I won’t go into too much detail. Wikipedia has a good overview and there are other places which can describe it better.
Basically deferred shading involves rendering your view-space normals, your depth-buffer, specular/diffuse, ambient occlusion, etc. values into different textures and then using them at a later pass to create a final composite image (by rendering a full-screen quad). There are several advantages and some disadvantages (increased memory bandwidth due to multiple render targets, inability to handle transparency, anti-aliasing, etc.)