Further reading
- Some history about the first Deferred Rendering in the Shrek game, 2001: https://sites.google.com/site/richgel99/the-early-history-of-deferred-shading-and-lighting
- Stalker Deferred Rendering paper: https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-9-deferred-shading-stalker
- This is one of the first papers that introduced the concept of clustered shading: http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
- These two presentations are often cited as the inspiration for many implementations:
- In this chapter, we only covered point lights, but in practice, many other types of lights are used (spotlights, area lights, polygonal lights, and a few others). This article describes a way to determine the visibility of a spotlight approximated by a cone: