Deferred Shading

Description: This is a DirectX application where I implemented deferred shading. Essentially it renders the scene to a G-Buffer where is stores normals, color, position, depth, & lighting information to different render targets. Then, you can combine them any way you want. This has the added benefit in that you don’t have to loop through each light and for each light, render each object.

Date: 2009


  • Directional Light Sources
  • Point Light Sources (Not implemented, coming soon)

Platform: PC

Requirements: Windows XP, 512 MB RAM, 1.6 GHz Processor

Controls: None

Download: None

Note the three directional light sources. Green, Red, & Blue.

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