Real-time Atmospheric Effects in Games

Submitted by Romy on Sun, 2007-07-22 02:43.

Posted in Programming | previous forum topic | next forum topic »

Real-time Atmospheric Effects in Games

Deferred shading general idea: No redundant shading cost by rendering geometry fist and shade later. While rendering geometry save out all necessary shading attributes to a fat frame buffer (position->depth, normal, diffuse/spec color, etc.). At a later stage apply shading using attributes stored in “fat” frame buffer.

by : Carsten Wenzel

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