Hello again everyone,
I wanted to take this time to make a final address to everyone seeing as how my studies for the semester are nearing a close, and my exam for the course I discuss through these blogs will be completed tomorrow at 2 pm.
As the exam closes in I have finished my reviewing. Deferred rendering was the final thing that I decided to go over, and although I have no thoroughly reviewed the code, I know that it is the separation of the rendering stages of geometry and lighting. It allows for lights to have their own unique attributes and each has their own region of influence (ROI). One of the hardest things to do, since their are so many lights/shadows, is antialiasing. This, as well as memory bandwidth problems, make these sort of tactics only good if you have the right tools at hand, and the right capabilities when it comes to supporting such calculations.
Seeing as how this was stressed beyond imagination, for those of you who actually care to learn something from what I say, here is the best thing to remember:
- Start with arrays of data (vertices)
- Those vertices are passed through to the vertex shader
- Primitives are then assembled (triangles)
- Those triangles are then passed through the RASTERIZER**(very key in this process)
- Pixel data is then passed to the fragment shader
- The fragment shader output is tested and blended
- This is then rendered to an FBO (Frame buffer object)
And there you have it. Biggest, most important thing - being the graphics pipeline. If you want to know more, do some research on the pipeline in particular. If you want to know more about me, send me some questions via twitter and I will be sure to respond. Thanks for reading, thanks for a great year.
Brayden, Out.
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