UPBGE deferred shading




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

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