my try implementing a deferred shading system in Blender Game Engine, made possible with UPBGE branch and custom FBOs.
This presentation shows 500 dynamic light sources. I am calculating diffuse, specular and light scattering passes.
custom buffers:
– 32 bit position buffer
– 16 bit normal buffer
– 8 bit diffuse color buffer
– combined in 32 bit composite and processed using a tonemapping operator (by John Hable of filmicgames)
– FXAA post process antialiasing
Performance depends on screen size
Voir sur youtube