Archive for June, 2012

In Praxis: Surface Shading

In this installment of In Praxis I’m going to talk about how we shade opaque surfaces. Beware of extremely technical mumbo-jumbo.

Reset has a fully deferred renderer, which means that all information required for lighting is first rendered into a set of screen-space textures (collectively called the G-buffer) and then lighting is applied using only those textures without the need to re-render the geometry. This provides a clean separation between materials and lights and allows for a slightly simpler design than traditional forward rendering. Also more exotic features such as deferred decals can be easily implemented. Read more