COMPUTER GRAPHICS

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.

UPDATED 2026-09-23
EXAMPLEDeferred PBR desktop rendering pipeline
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CASE ANALYSIS

Scenario

A desktop game renderer uses deferred shading for many opaque objects and lights, then a forward pass for transparency. The graph keeps the parallel shadow-map and G-buffer preparation visible before lighting.

Key decisions

  • Visibility culling: Off-screen and occluded geometry is removed before expensive passes.
  • G-buffer: Opaque surface attributes are recorded once for deferred lighting.
  • Tiled lights: Light lists limit lighting calculations to relevant screen regions.
  • Transparency order: Transparent objects are drawn after deferred opaque lighting in a forward pass.

When to reuse this

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.

FAQ

Frequently asked questions

Why use a G-buffer?01
It stores opaque surface data so lighting can be calculated later without rerasterizing geometry.
Why render transparency forward?02
Transparent surfaces need ordered blending and do not fit the usual deferred composition path.
What does tone mapping do?03
It maps high-dynamic-range lighting values into the displayable output range.
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