Forward and deferred rendering Flashcards

Lecture 7 (14 cards)

1
Q

What is forward rendering?

A

Forward rendering is when lighting is computed while rendering geometry. All lights affecting an object are processed during its draw call.

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2
Q

How does forward rendering handle multiple lights?

A

It renders objects multiple times - once for each light - in additive passes.

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3
Q

What happens during the first pass of forward rendering?

A

The first pass writes depth and computes indirect lighting without blending.

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4
Q

What happens during additional passes in forward rendering?

A

Later passes use additive blending (GL_ONE, GL_ONE), don’t write depth, and compute lighting for each light.

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5
Q

What is deferred rendering?

A

Deferred rendering delays lighting calculations until after all geometry has been rendered. It separates geometry and lighting into two stages.

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6
Q

What is the main advantage of deferred rendering over forward rendering?

A

It avoids re-rendering all objects for each light - improving performance when many lights are present.

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7
Q

What are the two main passes in deferred rendering?

A

Geometry pass and lighting pass

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8
Q

What happens during the geometry pass in deferred rendering?

A

All geometry is rendered into multiple textures (g-buffers), each storing different surface data (like depth, normals, albedo)

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9
Q

What happens during the lighting pass in deferred rendering?

A

Lighting is computed by reading from the g-buffers. Each light is rendered in its own pass, often with light-shaped geometry.

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10
Q

What is a G-buffer?

A

A G-buffer is a set of textures storing geometry data like positions, normals and material properties.

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11
Q

What kind of data is typically stored in a G-buffer?

A

Common data include depth, surface colour (albedo), normals and material properties like reflectance.

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12
Q

What are some examples of specific G-buffers used in Blinn-Phong lighting?

A
  • Depth
  • Albedo
  • Normals
  • Material properties
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13
Q

What are some advantages of deferred rendering?

A
  • Efficient with many lights
  • Clean lighting seperation
  • Easier to apply post-processing effects
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14
Q

What are the main limitations of deferred rendering?

A
  • High memory usage
  • Complex shaders due to all lighting types
  • Cannot handle transparency, since each fragment only stores one depth and one colour.
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