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Deferred Shading directx11 tutorial

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Hello there,

I was recently wondering how to implement multiple pointlights and I found that deferred shading is the best method for my case. I found explanations on how it is suppost to work and what the pros and cons are, but I can't seem to find a good tutorial on how to implement this in directx 11. Do you have any links or stuff on this? Some code maybe? 

 

Lots of Thanks!

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The Hieroglyph 3 codebase has a deferred rendering sample, as well as a light pre-pass if you are interested.  The full description of how it works is available in our book (linked in my signature) but the code is freely downloadable and usable without purchasing anything.

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The samples in the Hieroglyph 3 repository are probably the simplest and easiest to understand, since I wrote those specifically for people who hadn't ever worked with deferred rendering. Intel also has a sample demonstrating a variety of deferred rendering techniques, but the techniques presented are quite advanced so you probably won't want to look at that sample until you've at least learned the basics. I also wrote a sample for the purpose of comparing two advanced deferred rendering techniques, which is also something you'll probably want to save for later.

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I took a look at the link and tbh I think Hieroglyph 3 looks very well written and there is a lot of useful code for anyone learning DX11. Also it has the MIT license.

 

Keep up the good work.

 

I didn't realize Kinect would run on PC ...

Edited by ray_intellect

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I took a look at the link and tbh I think Hieroglyph 3 looks very well written and there is a lot of useful code for anyone learning DX11. Also it has the MIT license.

 

Keep up the good work.

 

I didn't realize Kinect would run on PC ...

 

Thanks for the comment - I appreciate any feedback I can get.  And yes, the Kinect can run on the PC - it is a pretty cool toy to play with once you get your hands on the data streams :)

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