Buffers!

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Published:

(work in progress…)

Some of the common buffers are:

  1. Albedo Buffer: Stores only the base, raw color of surfaces under no lighting conditions, excluding shadows, lighting, or specular reflections.
  2. 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)