Monthly Archives: January 2011

Reconstructing view-space position from depth

After my first LPP implementation, I decided to go for the mesh-based approach for rendering point lights. It consists in rendering a convex mesh (usually a sphere) that fits the light’s volume. This way we can use some depth/stencil tricks … Continue reading

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XNA 4.0 Light Pre-Pass

Introduction The discussion between pros and cons of different techniques for real-time lighting has been running for years. Forward rendering, deferred shading and light pre-pass are some of the most famous techniques nowadays. Their definitions and variations can be found … Continue reading

Posted in XNA | Tagged , , , , | 38 Comments