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Graphics/Illumination/Deferred lighting

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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.