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.
def1


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.
def2

Next was soft shadows. I used variance shadow mapping because its very simple to implement and gives great looking results.
def3

And this is just several lights in one scene. I think it looks pretty incredible for a few days of work.
def4

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Permalink Comments (2) Bicubic May 23, 2009

2 Responses to “Deferred shading”

  1. randomrandom Says:

    Was this done in XNA?

  2.  Bicubic Says:

    Yep. Everything graphical I’m doing is with XNA right now.


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