Deferred shading
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I’ve been working on a game together with WT and my current task is to figure out how to light the levels. Since the game mechanics will rely on lights heavily, I’ve decided to go with a deferred shading approach. I took some screenshots as my work progressed and looking back on them, I think they’re worth sharing.
This is when I finished implementing the basics. Normal mapping, point lights, spec highlights.

Then I decided to have a shot at shadows, this is something that always looked scary and out of reach for me. After an evening of reading the theory and another evening of trying to implement it, I had it working.

Next was soft shadows. I used variance shadow mapping because its very simple to implement and gives great looking results.

And this is just several lights in one scene. I think it looks pretty incredible for a few days of work.








May 27th, 2009 at 2:34 pm
Was this done in XNA?
May 28th, 2009 at 11:45 pm
Yep. Everything graphical I’m doing is with XNA right now.