Deferred Rendering


Deferred Rendering allows fast compution of scenes composed of multiple objects and multiple lights. First we compute the G-buffer (positions, normals, materials) then the Z-buffer (or Depth-buffer). At this point, we can compute more stuff to improve the final render (shadows for example).

With shadow maps, and thanks to Deferred Rendering, we can add shadows to objects in 3D scenes. By testing if a pixel is visible from a light source, and comparing it to the Z-buffer, we can paint the pixel or not to create a shadow.


This project has been made during my last Master’s Degree year at Gamagora.

Technical stuff

I used C++ and OpenGL to make this project.