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It is a component of a deferred shading rendering pipeline. "A screen space representation of geometry and material information, generated by an intermediate r
by diskzero 6y ago
It is a component of a deferred shading rendering pipeline.
"A screen space representation of geometry and material information, generated by an intermediate rendering pass in deferred shading rendering pipelines."
https://en.wikipedia.org/wiki/Deferred_shading https://en.wikipedia.org/wiki/Deferred_shading
As an aside, I worked in visual effects for film for years and never heard the term g-buffer. I am sure we had some other term that we thought was common, but was only used inside our studio.
- Keyframe 6y agoAOVs, render passes, whatever. What they're doing in the final pass in games is fancy comp with all of that. We've played with re-lighting in comp as well. You ought to be familiar with that.