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GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation by Randima Fernando, Matt Pharr

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Chapter 9. Deferred Shading in S.T.A.L.K.E.R.

Oles ShishkovtsovGSC Game World

This chapter is a post-mortem of almost two years of research and development on a renderer that is based solely on deferred shading and 100 percent dynamic lighting, targeted at high-end GPUs. Because no single solution can suit all needs, this chapter should not be considered a comprehensive guide to performing deferred shading.

Introduction

For those who are not familiar with the concepts of deferred shading, we recommend Hargreaves and Harris 2004. This presentation is a good introduction to the basics, and it briefly showcases a number of techniques originally developed for and used in the game S.T.A.L.K.E.R. With deferred shading, during scene-geometry rendering, ...

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