Buffers!
Published:
(work in progress…)
Some of the common buffers are:
- Albedo Buffer: Stores only the base, raw color of surfaces under no lighting conditions, excluding shadows, lighting, or specular reflections.
- Color Buffer (aka. Frame Buffer): it stores the final pixel colors after all lighting, shadows, and shading calculations have been applied, representing what is displayed on the screen.
Deferred Shading
aka. Deferred Rendering, geometry buffer (G-Buffer), visibility buffer, primary visibility buffer
- normal
- albedo
- depth
- motion (not always available)
