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#ActualYours3!f

Posted 26 August 2012 - 04:27 AM

since you're doing deferred LIGHTING - and I assume you know the difference between deferred lighting and deferred shading - therefore you have a nice solution by Cryengine 3. In the CE3 slides it is explained how they did this.
Essentially it goes like this:
1. render opaque geometry to the G-Buffer ( 24 bit depth + 8 bit stencil, RGBA8 rgb for normals, a for specular exponent )
2. do the shading pass (ie. read in the 2 textures, do Blinn-Phong shading based on them, and save the result to 2 textures, RGBA16F for diffuse, RGBA16F for specular )
3. re-render the opaque geometry, read in the 2 RGBA16F textures, use early-z using the depth buffer, and combine the shading result with the material properties (ie. surface diffuse color and surface specular color), plus add the ambient term, save the result into a RGBA16F texture.

use this RGBA16F texture for input for further post-processing.

you usually use this resulting texture for depth of field and bloom/hdr/tonemapping. These are usually dependent on each other, so you don't need to blend.

#2Yours3!f

Posted 26 August 2012 - 04:24 AM

since you're doing deferred LIGHTING - and I assume you know the difference between deferred lighting and deferred shading - therefore you have a nice solution by Cryengine 3. In the CE3 slides it is explained how they did this.
Essentially it goes like this:
1. render opaque geometry to the G-Buffer ( 24 bit depth + 8 bit stencil, RGBA8 rgb for normals, a for specular exponent )
2. do the shading pass (ie. read in the 2 textures, do Blinn-Phong shading based on them, and save the result to 2 textures, RGBA16F for diffuse, RGBA16F for specular )
3. re-render the opaque geometry, read in the 2 RGBA16F textures, use early-z using the depth buffer, and combine the shading result with the material properties (ie. surface diffuse color and surface specular color), plus add the ambient term, save the result into a RGBA16F texture.

use this RGBA16F texture for input for further post-processing.

#1Yours3!f

Posted 26 August 2012 - 04:22 AM

since you're doing deferred LIGHTING - and I assume you know the difference between deferred lighting and deferred shading - therefore you have the nice solution by Cryengine 3. In the CE3 slides it is explained how they did this.
Essentially it goes like this:
1. render opaque geometry to the G-Buffer ( 24 bit depth + 8 bit stencil, RGBA8 rgb for normals, a for specular exponent )
2. do the shading pass (ie. read in the 2 textures, do Blinn-Phong shading based on them, and save the result to 2 textures, RGBA16F for diffuse, RGBA16F for specular )
3. re-render the opaque geometry, read in the 2 RGBA16F textures, use early-z using the depth buffer, and combine the shading result with the material properties (ie. surface diffuse color and surface specular color), plus add the ambient term, save the result into a RGBA16F texture.

use this RGBA16F texture for input for further post-processing.

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