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computer graphics · deferred rendering · PBR

Deferred PBR desktop rendering pipeline

This rendering pipeline flowchart maps a conventional desktop deferred physically based rendering path. Each frame starts by updating scene data and culling invisible geometry. The remaining scene produces two important inputs: a directional-light shadow map and a G-buffer containing opaque surface attributes. Tiled light lists combine those inputs for the deferred PBR lighting pass.

Typ FlussdiagrammStandard Sugiyama layered DAG + orthogonal routingEngine schematex-flowchartAktualisiert 22.9.2026
Deferred PBR renderer
Drawing preview
Die Anfrage

“Create a rendering pipeline flowchart for a desktop deferred physically based renderer: update camera, transforms, and materials; perform frustum and occlusion culling; render a directional shadow map and opaque geometry to a G-buffer; build tiled light lists; run deferred PBR lighting; forward-render transparent objects; apply temporal anti-aliasing, bloom, color grading, tone mapping, UI compositing, and present the frame.”

Dann probieren SieAdd screen-space reflections after lightingReplace bloom with a filmic exposure pass
Was diese Zeichnung zeigt

Die dahinterstehenden Entscheidungen verstehen.

01Visibility culling

Off-screen and occluded geometry is removed before expensive passes.

02G-buffer

Opaque surface attributes are recorded once for deferred lighting.

03Tiled lights

Light lists limit lighting calculations to relevant screen regions.

04Transparency order

Transparent objects are drawn after deferred opaque lighting in a forward pass.

Use this for a desktop or console renderer with physically based materials and a large opaque scene. It is not intended for a mobile power-saving or ray-tracing pipeline.

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FAQ

Häufige Fragen

Why use a G-buffer?

It stores opaque surface data so lighting can be calculated later without rerasterizing geometry.

Why render transparency forward?

Transparent surfaces need ordered blending and do not fit the usual deferred composition path.

What does tone mapping do?

It maps high-dynamic-range lighting values into the displayable output range.