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In the field of
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
, deferred shading is a
screen-space This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B ...
shading Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object ...
technique that is performed on a second rendering pass, after the vertex and pixel
shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as '' shading''. Shaders have evolved to perform a variety of spec ...
s are rendered. It was first suggested by Michael Deering in 1988. On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer ( G-buffer) using " render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the
texture buffers This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B ...
in screen space. Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections.


Advantages

The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required, and each light is only computed for those pixels that it actually affects. This gives the ability to render many lights in a scene without a significant performance hit. There are some other advantages claimed for the approach. These advantages may include simpler management of complex lighting resources, ease of managing other complex shader resources, and the simplification of the software rendering pipeline.


Disadvantages

One key disadvantage of deferred rendering is the inability to handle
transparency Transparency, transparence or transparent most often refer to: * Transparency (optics), the physical property of allowing the transmission of light through a material They may also refer to: Literal uses * Transparency (photography), a still ...
within the algorithm, although this problem is a generic one in Z-buffered scenes and it tends to be handled by delaying and sorting the rendering of transparent portions of the scene. Depth peeling can be used to achieve
order-independent transparency Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing. Description Commonly, 3D ge ...
in deferred rendering, but at the cost of additional batches and g-buffer size. Modern hardware, supporting DirectX 10 and later, is often capable of performing batches fast enough to maintain interactive frame rates. When order-independent transparency is desired (commonly for consumer applications) deferred shading is no less effective than forward shading using the same technique. Another serious disadvantage is the difficulty with using multiple materials. It's possible to use many different materials, but it requires more data to be stored in the G-buffer, which is already quite large and takes up a large amount of the memory bandwidth. One more disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results anymore since interpolated subsamples would result in nonsensical position, normal, and tangent attributes. One of the usual techniques to overcome this limitation is using
edge detection Edge detection includes a variety of mathematical methods that aim at identifying edges, curves in a digital image at which the image brightness changes sharply or, more formally, has discontinuities. The same problem of finding discontinuiti ...
on the final image and then applying blur over the edges, however recently more advanced post-process edge-smoothing techniques have been developed, such as MLAA (used in '' Killzone 3'' and ''
Dragon Age II ''Dragon Age II'' is a 2011 action role-playing video game developed by BioWare and published by Electronic Arts (EA). It is the second major game in the ''Dragon Age'' series and the successor to '' Dragon Age: Origins'' (2009). Set in the wor ...
'', among others), FXAA (used in '' Crysis 2'', '' FEAR 3'', ''
Duke Nukem Forever ''Duke Nukem Forever'' is a 2011 first-person shooter game developed by Gearbox Software and published by 2K Games for Windows, PlayStation 3, and Xbox 360. It is the fourth main installment in the ''Duke Nukem'' series and the sequel to '' ...
'')
SRAADLAA
(used in '' Star Wars: The Force Unleashed II''), and post MSAA (used in '' Crysis 2'' as default anti-aliasing solution). Although it is not an edge-smoothing technique, temporal anti-aliasing (used in '' Halo: Reach and
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of genr ...
'') can also help give edges a smoother appearance. DirectX 10 introduced features allowing shaders to access individual samples in multisampled render targets (and
depth buffer A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that th ...
s in version 10.1), giving users of this API access to hardware anti-aliasing in deferred shading. These features also allow them to correctly apply HDR luminance mapping to anti-aliased edges, where in earlier versions of the API any benefit of anti-aliasing may have been lost.


Deferred lighting

Deferred lighting (also known as Light Pre-Pass) is a modification of the Deferred Shading. This technique uses three passes, instead of two in deferred shading. On first pass over the scene geometry, only normals and specular spread factor are written to the color buffer. The screen-space, “deferred” pass then accumulates diffuse and specular lighting data separately, so a last pass must be made over the scene geometry to output final image with per-pixel shading. The apparent advantage of deferred lighting is a dramatic reduction in the size of the G-Buffer. The obvious cost is the need to render the scene geometry twice instead of once. An additional cost is that the deferred pass in deferred lighting must output diffuse and specular irradiance separately, whereas the deferred pass in deferred shading need only output a single combined radiance value. Due to reduction of the size of the G-buffer this technique can partially overcome one serious disadvantage of the deferred shading - multiple materials. Another problem that can be solved is MSAA. Deferred lighting can be used with MSAA on DirectX 9 hardware.


Deferred lighting in commercial games

Use of the technique has increased in video games because of the control it enables in terms of using a large amount of dynamic lights and reducing the complexity of required shader instructions. Some examples of games using deferred lighting are: * '' Alan Wake'' * '' Assassin's Creed III'' * ''
BioShock Infinite ''BioShock Infinite'' is a first-person shooter video game developed by Irrational Games and published by 2K Games. The third installment in the BioShock (series), ''BioShock'' series, ''Infinite'' was released worldwide for the Microsoft Window ...
'' * '' Blur'' * '' Brink'' * ''
Crackdown Crackdown may refer to * ''Crackdown'' (web series) * ''Crackdown'' (video game series) ** ''Crackdown'' (video game) ** '' Crackdown 2'' ** '' Crackdown 3'' * ''Crackdown'' (podcast) * '' The Crackdown'', a 1983 album {{dab ...
'' and '' Crackdown 2'' * '' Crysis 2'' * '' Dead Space'', '' Dead Space 2'' and '' Dead Space 3'' * '' Deus Ex: Human Revolution'' * '' Dragon's Dogma'' * ''
Guild Wars 2 ''Guild Wars 2'' is a free-to-play, massively multiplayer online role-playing game developed by ArenaNet and published by NCSoft. Set in the fantasy world of Tyria, the core game follows the re-emergence of Destiny's Edge, a disbanded guild ...
'' * '' Halo: Reach'' * '' inFamous'' and '' inFamous 2'' * '' LittleBigPlanet'' * '' Metal Gear Solid V: Ground Zeroes'' * '' Metal Gear Solid V: The Phantom Pain'' * '' Shift 2 UNLEASHED'' * ''
Red Dead Redemption ''Red Dead Redemption'' is a 2010 action-adventure game developed by Rockstar San Diego and published by Rockstar Games. A spiritual successor to 2004's ''Red Dead Revolver'', it is the second game in the ''Red Dead'' series. ''Red Dead Redempt ...
'' * '' Resistance series'' * '' Rochard'' * '' StarCraft II'' * ''
Uncharted ''Uncharted'' is an action-adventure video game franchise published by Sony Interactive Entertainment and developed by Naughty Dog. Created by Amy Hennig, the ''Uncharted'' franchise follows a group of Treasure hunting, treasure hunters who tra ...
'' and ''
Uncharted 2 ''Uncharted 2: Among Thieves'' is a 2009 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. It is the second game in the ''Uncharted'' series and was released in October 2009 for PlayStation 3. Set two ...
'' * ''
Vanquish Vanquish may refer to: * Aston Martin Vanquish, a grand tourer automobile * Vanquish, a brand name formulation of dicamba pesticide * Vanquish (analgesic) Aspirin(acetylsalicylic acid) / paracetamol(acetaminophen) / caffeine is a combination d ...
'' * ''
Ghost of Tsushima ''Ghost of Tsushima'' is a 2020 action-adventure game developed by Sucker Punch Productions and published by Sony Interactive Entertainment. The player controls Jin Sakai, samurai on a quest to protect Tsushima Island during the first Mongo ...
''


Deferred shading in commercial games

In comparison to deferred lighting, this technique is not very popular due to high memory size and bandwidth requirements, especially on seventh generation consoles where graphic memory size and bandwidth are limited and often bottlenecks. * '' Amnesia: The Dark Descent'' * ''
Battlefield 3 ''Battlefield 3'' is a 2011 first-person shooter video game developed by DICE and published by Electronic Arts for Microsoft Windows, PlayStation 3 and Xbox 360. It is a direct sequel to 2005's ''Battlefield 2''. In ''Battlefield 3''s campaign, ...
'' * ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve. The game is a sequel to '' Defense of the Ancients'' (''DotA''), a community-created mod for Blizzard Entertainment's '' Warcraft III: Reign of Chaos.'' ''Dota ...
'' * '' Dungeons'' * '' Digital Combat Simulator (DCS) World 2.5'' * ''
Grand Theft Auto IV ''Grand Theft Auto IV'' is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the ''Grand Theft Auto'' series, following 2004's '' Grand Theft Auto: San Andreas'', and the ...
'' * '' Killzone 2'' and '' Killzone 3'' * '' Mafia II'' * '' Miner Wars 2081'' * '' Metro 2033'' * ''
Rift In geology, a rift is a linear zone where the lithosphere is being pulled apart and is an example of extensional tectonics. Typical rift features are a central linear downfaulted depression, called a graben, or more commonly a half-grabe ...
'' * ''
Shrek ''Shrek'' is a 2001 American computer-animated comedy film loosely based on the 1990 book of the same name by William Steig. It is the first installment in the ''Shrek'' franchise. The film was directed by Andrew Adamson and Vicky Jen ...
'' * '' Splinter Cell: Conviction'' * The '' S.T.A.L.K.E.R.'' game series: '' Shadow of Chernobyl'', '' Clear Sky'' and '' Call of Pripyat'' * ''
Tabula Rasa ''Tabula rasa'' (; "blank slate") is the theory that individuals are born without built-in mental content, and therefore all knowledge comes from experience or perception. Epistemological proponents of ''tabula rasa'' disagree with the doctri ...
'' * '' Trine'' * '' Trine 2'' * ''
Viva Pinata Viva may refer to: Companies and organisations * Viva (network operator), a Dominican mobile network operator * Viva Air, a Spanish airline taken over by flag carrier Iberia * Viva Air Dominicana * VIVA Bahrain, a telecommunication company * ...
''


Game engines featuring deferred shading or rendering techniques

* '' AnvilNext'' * '' Chrome Engine'' * '' CryEngine 3'' * ''
Fox Engine The Fox Engine was a proprietary software, proprietary cross-platform, cross-generational game engine built by Kojima Productions (currently Konami Digital Entertainment) for use in Konami games. The engine's development began after the completion ...
'' * ''
Frostbite 2 Frostbite is a game engine developed by DICE, designed for cross-platform use on Microsoft Windows, seventh generation game consoles PlayStation 3 and Xbox 360, eighth generation game consoles PlayStation 4, Xbox One and Nintendo Switch and nin ...
'' * '' GameStart'' * '' Haemimont Games Engine (HGE)'' * ''I-Novae'' * '' Leadwerks'' * '' MT Framework'' * '' Rockstar Advanced Game Engine'' * '' Torque 3D'' * '' Unity'' * ''
Unreal Engine 4 Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game ''Unreal (1998 video game), Unreal''. Initially developed for Personal computer, PC first-person shooters, i ...
'' * ''
Vision Vision, Visions, or The Vision may refer to: Perception Optical perception * Visual perception, the sense of sight * Visual system, the physical mechanism of eyesight * Computer vision, a field dealing with how computers can be made to gain und ...
'' * '' Creation Engine as of Fallout 4 and Skyrim SE'' * '' Mafia Engine(early Illusion Engine) as of Mafia III and Mafia: Definitive Edition''


History

The idea of deferred shading was originally introduced by Michael Deering and his colleagues in a paper published in 1988 titled ''The triangle processor and normal vector shader: a VLSI system for high performance graphics''. Although the paper never uses the word "deferred", a key concept is introduced; each pixel is shaded only once after depth resolution. Deferred shading as we know it today, using G-buffers, was introduced in a paper by Saito and Takahashi in 1990, although they too do not use the word "deferred". The first deferred shaded video game was ''
Shrek ''Shrek'' is a 2001 American computer-animated comedy film loosely based on the 1990 book of the same name by William Steig. It is the first installment in the ''Shrek'' franchise. The film was directed by Andrew Adamson and Vicky Jen ...
'', an
Xbox Xbox is a video gaming brand created and owned by Microsoft. The brand consists of five video game consoles, as well as applications (games), streaming services, an online service by the name of Xbox network, and the development arm by th ...
launch title shipped in 2001. Around 2004, implementations on commodity graphics hardware started to appear. The technique later gained popularity for applications such as
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s, finally becoming mainstream around 2008 to 2010.


References

{{Reflist, colwidth=30em Shading