
Deferred Shading
Deferred shading is a computer graphics technique used to efficiently render complex scenes with many light sources. Instead of calculating lighting for each pixel as it's drawn, the process is split into two steps: first, the scene's geometry and material information are stored in buffers (called G-buffers). Then, in a second pass, lighting calculations are performed using this stored data. This approach allows for better performance and flexibility, especially with numerous lights, because lighting is calculated only once after rendering the scene's geometry, making it ideal for realistic, detailed visuals in games and simulations.