
3
II
Deferred Attribute
Interpolation Shading
Christoph Schied and Carsten Dachsbacher
3.1 Introduction
Deferred shading is a popular technique in real-time rendering. In contrast to
a traditional rendering pipeline, deferred shading is split into two phases. First,
the geometry is sampled and stored in the geometry buffer, which serves as input
for the second phase where the shading is computed. Thereby, the complexity for
shading is decoupled from the geometric complexity, and furthermore advanced
geometry-aware screen-space techniques may be employed. However, deferred
shading does not play well with multi-sample antialiasing. Multi-sample antialias- ...