AngelCode.com > Reference Database

Graphics/Illumination/Deferred lighting

.NET  7
Artificial Intelligence  7
  Group behavior  2
  Path finding  16
    A* and its derivatives  6
  Pattern recognition  1
  Steering behavior  2
  World interaction  4
Audio  0
  DirectX  8
  DSP  5
  Ogg Vorbis  2
  OpenAL  1
  Windows  1
Computer Science  2
  Algorithms & data structures  12
    BSP trees  8
  Encryption  12
  Randomness & noise  11
Data storage  4
  File formats  14
    Image  10
  Resource files  2
Game Development  20
  Cheat & crack prevention  10
  Input  3
  Timing  4
Graphics  27
  Character animation  6
  DirectX  24
    Optimizing  8
  Illumination  5
    Deferred lighting  7
    Global illumination  8
    Lighting models  6
    Screen Space Ambient Occlusion  4
    Shadow maps  18
    Shadow volumes  15
  Image processing & synthesizing  19
  Non-polygonal rendering  3
    Ray tracing  3
  OpenGL  12
  Particle systems  7
  Shaders  32
  Simulation  4
    Cloth  2
    Clouds & sky light  7
    Fire & smoke  4
    Liquids  12
  Surfaces & Meshes  7
    Implicit surfaces  6
    Parametric curves & surfaces  7
    Polygon reduction & LOD  3
    Subdivision surfaces  7
  Terrain  7
    Continuous LOD  12
    Generating data  4
    Voxel engines  2
  Text  6
  Transparency  1
  Visibility determination  16
Languages  5
  Assembler  20
  C & C++  25
    C++ exceptions  5
    Calling conventions  11
    Debugging  5
    Memory management  7
    Optimizations  6
  C#  4
  Creating your own language  13
    Garbage collection  7
  D  2
  Java  4
  Scripting  3
    JScript & VBScript  1
    Lua  6
    Other languages  8
    Perl  2
    Python  5
    Ruby  4
Mathematics  3
  Fourier transform  4
  Geometry  6
  Linear algebra, vectors & matrices  9
  Wavelet transform  5
Object design  3
Physics  5
  Body dynamics  8
  Collision detection  10
    Polytopes  6
Platform  2
  Linux  1
  Mac  2
  Windows  13
    COM, ATL & WTL  8
    Dynamically loaded libraries  6
    Hooks  5
    Input  2
    Networking  6
    Screensavers  3
    Services  1
    Shell  2
    Small executables  3
    Windows  8
Web Technologies  8

Photo-realistic deferred lighting
July, 2003 - Dean Calver
This article shows how to implement deferred lighting using PixelShader 2.0 on modern hardware. Deferred lighting is a technique performs lighting in a post render pass, which makes lighting independent of scene complexity.

Multiple lights in HLSL using deferred lighting
This Managed Direct X sample shows how to render a scene with deferred lighting.

Deferred Rendering in Leadwerks Engine
Jun, 2008 - Josh Klint
The article gives a brief overview of how Leadwerks implemented their deferred rendering, with the obstacles they came across and solutions taken.

GPU Gems 2
nVidia
The book is available for free online.

Real-time Shadow Algorithms and Techniques
Oct, 2008 - nVidia
nVidia has set up a page full of links to articles and samples on shadowing, including most popular techniques, such as shadow mapping, shadow volumes, soft shadows, etc.

StarCraft II - Effects and Techniques
2008 - Dominic Filion, Rob McNaughton
This article describes how Blizzard have solved their needs for the graphics engine. It covers areas such as Deferred Rendering, Deferred Lighting, SSAO, Depth of Field, and Translucent shadows.

Deferred Lighting
Apr, 2009 - Flavien Brebion
A particularly good journal entry describing how the deferred lighting is implemented in Infinity. The deferred lighting also allowed Flavien to implement instant radiosity with only a small performance hit.