Deferred shading

Known as: Deferred Rendering, Deferred lighting 
In the field of 3D computer graphics, deferred shading is a screen-space shading technique. It is called deferred because no shading is actually… (More)
Wikipedia

Papers overview

Semantic Scholar uses AI to extract papers important to this topic.
2015
2015
In this work we present a novel approach to deferred shading suitable for high resolution displays and high visibility sampling… (More)
  • figure 2
  • figure 3
  • figure 4
  • figure 5
  • table 1
Is this relevant?
2013
2013
Ray-traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits… (More)
  • figure 1
  • figure 2
  • figure 3
  • figure 4
  • figure 6
Is this relevant?
2012
2012
In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry… (More)
  • figure 2
  • figure 3
  • figure 4
  • figure 5
  • figure 6
Is this relevant?
2012
2012
Rendering realistic objects at interactive frame rates is a necessary goal for many of today’s applications, especially computer… (More)
  • figure 1
  • figure 2
  • figure 3
  • figure 4
  • figure 6
Is this relevant?
2011
2011
Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased… (More)
  • figure 2
  • figure 3
  • figure 4
  • figure 5
  • figure 6
Is this relevant?
2010
2010
Deferred shading is an increasingly popular technique for video game rendering. In the standard implementation a geometry pass… (More)
  • figure 1
Is this relevant?
2009
2009
Caustic mapsprovide an interactive image-space method to render caustics, the focusing of light via reflection and refraction… (More)
  • figure 1
  • figure 2
  • figure 4
  • figure 3
  • figure 5
Is this relevant?
2009
2009
The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its… (More)
Is this relevant?
Highly Cited
2006
Highly Cited
2006
This paper presents a novel and fast technique to combine interleaved sampling and deferred shading on a GPU. The core idea of… (More)
  • figure 1
  • table 1
  • figure 2
  • figure 4
  • figure 3
Is this relevant?
Highly Cited
2005
Highly Cited
2005
This paper presents a real-time rendering pipeline for implicit surfaces defined by a regular volumetric grid of samples. We use… (More)
  • figure 2
  • figure 3
  • figure 4
  • figure 5
  • figure 6
Is this relevant?