All Questions
7 questions
0
votes
0
answers
228
views
Handling metallic roughness maps colour channels
I'm trying to use a metalness/roughness workflow and I'm not sure how to translate the colour channels into the different metalness and roughness attributes. I'm not sure if there's a standard on how ...
1
vote
1
answer
647
views
OpenGL Deferred Shading Pixelation
I'm working on a 3-pass deferred lighting system for a voxel game, however I am having problems with pixelated lighting and ambient occlusion.
The first stage renders the color, position and normal ...
2
votes
2
answers
607
views
Different lighting models in deferred rendering
I would like to support a few different lighting models in my deferred renderer, such as: Phong OrenNayar and Cook-Torrance, so a small limited set to support a bit more than just a single lighting ...
2
votes
2
answers
1k
views
Deferred rendering: camera inside point light's sphere of effect
I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 (http://...
1
vote
0
answers
397
views
Smooth seams and banding of overlapping lights in deferred rendering
I have finally managed to get on screen multiple lights with a deferred renderer, but the result is somehow disappointing. In particular I have severe banding problem
Other than having clear banding ...
0
votes
1
answer
555
views
Backface culling without light leaking through
I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through:
I read that using a ...
0
votes
0
answers
66
views
How to upload lights when doing one pass per light
Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader.
Now that I am willing to move to deferred, and so one pass per light, ...