
2
IV
Physically Based Deferred
Shading on Mobile
Ashley Vaughan Smith and Mathieu Einig
2.1 Introduction
In order for graphical applications to achieve maximum performance and therefore
maximum graphical quality, they need to utilize memory bandwidth as best as
possible. This is especially true on mobile devices without large, fast DDR RAM,
like discrete GPUs have, and where power is limited through battery life.
This bandwidth bottleneck is even more tangible in the context of deferred
shading renderers, where large G-buffers need to be stored and retrieved multiple
times during the rendering process. It is possible to take advantage of the fast
on-chip ...