Deferred shading

[6] Depth peeling can be used to achieve order-independent transparency in deferred rendering, but at the cost of additional batches and g-buffer size.

Modern hardware, supporting DirectX 10 and later, is often capable of performing batches fast enough to maintain interactive frame rates.

One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges,[8] however recently more advanced post-process edge-smoothing techniques have been developed, such as MLAA[9][10] (used in Killzone 3 and Dragon Age II, among others), FXAA[11] (used in Crysis 2, FEAR 3, Duke Nukem Forever), SRAA,[12] DLAA[13] (used in Star Wars: The Force Unleashed II), and post MSAA (used in Crysis 2 as default anti-aliasing solution).

Although it is not an edge-smoothing technique, temporal anti-aliasing (used in Halo: Reach and Unreal Engine) can also help give edges a smoother appearance.

Due to reduction of the size of the G-buffer this technique can partially overcome one serious disadvantage of the deferred shading - multiple materials.

[citation needed] Use of the technique has increased in video games because of the control it enables in terms of using a large amount of dynamic lights and reducing the complexity of required shader instructions.

Some examples of games using deferred lighting are: In comparison to deferred lighting, this technique is not very popular[citation needed] due to high memory size and bandwidth requirements, especially on seventh generation consoles where graphic memory size and bandwidth are limited and often bottlenecks.

The idea of deferred shading was originally introduced by Michael Deering and his colleagues in a paper[3] published in 1988 titled The triangle processor and normal vector shader: a VLSI system for high performance graphics.

Diffuse Color G-Buffer
Z-Buffer
Surface Normal G-Buffer
Final compositing (to calculate the shadows shown in this image, other techniques such as shadow mapping , shadow feelers or a shadow volume must be used together with deferred shading). [ 1 ]