Blogs

Deferred Rendering – DirectX 11 (Updated w/ Shadows and Instancing)

Deferred Rendering means doing the rendering in multiple passes, generally doing the G-Buffer pass then the Lighting Pass. In this implementation, I have done the Shadow Pass first then the G-Buffer and then the Lighting.I decided to do it this way because the shadow implementation is only done for directional lights currently, and the resulting… Continue reading Deferred Rendering – DirectX 11 (Updated w/ Shadows and Instancing)

Physically Based Rendering – DirectX 11

Physically based rendering (PBR) is a collection of rendering techniques in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. This was one of the topics I was most excited to work on, and as it turned out, also one of the… Continue reading Physically Based Rendering – DirectX 11

Tessellation – DirectX 11

Tesselation, the word as is, means, an arrangement of shapes closely fitted together, especially of polygons in a repeated pattern without gaps or overlapping. In terms of 3D Graphics programming, it means using our GPU hardware to break down polygon into smaller pieces. Why is this useful? It can help create Level of Details for objects… Continue reading Tessellation – DirectX 11

Deferred Rendering – DirectX 11

Deferred Rendering is based around the idea that the rendering happens in multiple passes and the lighting calculations are deferred. I have had only worked with forward rendering up until now. This is my process and experience with trying to execute deferred rendering with DirectX 11 and C++. The first step is called the geometry pass,… Continue reading Deferred Rendering – DirectX 11