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Lecture slides - FreeDesktop.Org

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Deferred Shading – G-Buffer<br />

⇨ Tough choices:<br />

­ Explicitly store position or derive from screen X/Y and<br />

depth value?<br />

­ Explicitly store the normals Z or derive from its X and<br />

Y?<br />

­ One of the most important parts of designing a<br />

deferred shading engine is selecting the parameters<br />

and the packing<br />

8-December-2010<br />

© Copyright Ian D. Romanick 2009, 2010

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