Advanced Real Time Rendering

CS 562

A real-time deferred pipeline: G-buffers, shadow maps, image-based lighting, and the approximations that buy them a frame budget.

5 reports, in the order they were written.

  1. 1 Deferred Shading A deferred PBR pipeline: a G-buffer geometry pass, a lighting pass for the directional light, a local pass accumulating point lights, and debug views of each buffer. 9 February 2026
  2. 2 Shadow Mapping Shadow mapping for directional and spot lights on the deferred pipeline, from binary shadows through PCF to variance and moment shadow maps blurred in compute shaders. 1 March 2026
  3. 3 PBS and IBL Replacing direct lights with image-based lighting: a Cook-Torrance GGX BRDF, spherical-harmonic irradiance for diffuse, and GGX importance sampling with PDF-driven mip selection for specular. 28 March 2026
  4. 4 Screen Space Ambient Occlusion Alchemy SSAO on the deferred PBR and IBL pipeline: spiral screen-space samples for solid-angle obscurance, an edge-aware bilateral blur, and occlusion applied to the ambient term only. 4 April 2026
  5. 5 Screen Space Directional Occlusion Screen-space directional occlusion after Ritschel et al.: per-direction visibility against the environment map in visibility and radiance modes, plus a one-bounce indirect pass for colour bleeding. 18 April 2026