Adaptive deferred shading
Ian Mallett, Cem Yuksel, Amit Prakash
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016, pp. 187--187.
Abstract: The primary advantage of deferred shading is eliminating wasted shading operations for fragments that are occluded by others during rendering. Deferred shading starts by rendering the entire scene into a series of temporary buffers (a geometry buffer or G-buffer). Then, it performs the shading operations using the contents of these buffers. Hence, deferred shading executes the (potentially expensive) fragment shader exactly once for a given pixel sample, avoiding additional fragment shading invocations due to overdrawing. Although deferred shading requires an extra pass and significant memory overhead to store the G-buffer, it can still be beneficial to performance when fragment shading is sufficiently expensive.
Article URL: http://doi.acm.org/10.1145/2856400.2876007
BibTeX format:
@inproceedings{10.1145-2856400.2876007,
  author = {Ian Mallett and Cem Yuksel and Amit Prakash},
  title = {Adaptive deferred shading},
  booktitle = {Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
  pages = {187--187},
  year = {2016},
}
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